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_EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 1 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.25 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0} + - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0} + - _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0} + - _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0} + - _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0} + - 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+ - _DirectionalGlowFadeWidth: 0.1 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 1 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 0.5 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 1 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 0.4 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 0.93, g: 1, b: 0.965, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0} + - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0} + - _SineMoveOffset: {r: 0, g: 0.5, b: 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m_Offset: {x: 0, y: 0} + - _RecolorRGBYCPTintAreas: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ShineMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _SineGlowMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _StrongTintMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TextureLayer1Texture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TextureLayer2Texture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UVDistortMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UberNoiseTexture: + m_Texture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.2 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceContrast: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - 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- _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - 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_FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 0, g: 0.12483647, b: 1.4980391, a: 0} + - _ShineColor: {r: 2.1185474, g: 1.2711284, b: 1.2711284, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: 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_StrongTintMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TextureLayer1Texture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _TextureLayer2Texture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UVDistortMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UberNoiseTexture: + m_Texture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 1 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 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_ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 1 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 2, g: -5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, 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_EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 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- _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - 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_TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 4 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 1 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - 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_CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0} + - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0} + - _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0} + - _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0} + - _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0} + - _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0} + - _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceGlowDissolvePosition: {r: 0, g: 0, 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m_Texture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 2.2 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 180 + - _DirectionalAlphaFadeWidth: 0.5 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 1 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 3.82 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 3 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - 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_EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 1 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 0.75294113, g: 11.984312, b: 0.80094546, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0} + - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0} + - _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0} + - _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0} 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_ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 1 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: 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m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 1 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 3.82 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 3 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - 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+ - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0.5 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 0 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 10.039216, g: 41.160786, b: 191.74902, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.07, g: -0.07, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0} + - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0} + - _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0} + - _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0} + - _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0} + - _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0} + - _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0} + - _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 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+ - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 1 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 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_UberNoiseTexture: + m_Texture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 1 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - 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_DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 1 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 4 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 1 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - 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{fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UVDistortMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UberNoiseTexture: + m_Texture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 1 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 1 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 2 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 1 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 2 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.5 + - _ShiftingSpeed: 1.2 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 0.7 + - _SmokeNoiseFactor: 1 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 3 + - _SmokeVertexSeed: 1 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 0.5 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 4 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 1 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: 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_ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 1 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.3 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 3.25 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.3 + - _SourceAlphaDissolveWidth: 0.4 + - _SourceGlowDissolveFade: 3.2 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.5 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 0.4436747, g: 3.8540316, b: 8.47419, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - 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m_Offset: {x: 0, y: 0} + - _UVDistortMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _UberNoiseTexture: + m_Texture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _texcoord: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - PixelSnap: 0 + - _AddColorContrast: 0.5 + - _AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 1 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - 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_EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 1 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _NegativeFade: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.01 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 0.5 + - _TextureLayer1ContrastToggle: 1 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 12 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0.3679998, g: 1.5052738, b: 4, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0} + - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0} + - _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0} + - _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0} + - _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0} + - _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0} + - _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0} + - _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0} + - 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_AddColorContrastToggle: 0 + - _AddColorFade: 1 + - _AddColorMaskToggle: 0 + - _AddHueBrightness: 2 + - _AddHueContrast: 0.5 + - _AddHueFade: 1 + - _AddHueMaskToggle: 0 + - _AddHueSaturation: 1 + - _AddHueSpeed: 1 + - _AlphaTintFade: 1 + - _AlphaTintMinAlpha: 0.02 + - _BakedMaterial: 0 + - _BlackTintFade: 1 + - _BlackTintPower: 4 + - _Brightness: 1 + - _BumpScale: 1 + - _BurnEdgeNoiseFactor: 0.5 + - _BurnFade: 1 + - _BurnInsideContrast: 2 + - _BurnInsideNoiseFactor: 0.05 + - _BurnRadius: 5 + - _BurnSwirlFactor: 1 + - _BurnWidth: 0.1 + - _CamouflageAnimationToggle: 0 + - _CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ColorReplaceBias: 0 + - _ColorReplaceBrightnessThreshold: 0.8 + - _ColorReplaceContrast: 1 + - _ColorReplaceFactor: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceHueThreshold: 0.8 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSaturationThreshold: 0.8 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 0 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 1 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, 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+ - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 1 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _ForceAlpha: 0 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 1 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _Mode: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.02 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 1 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _StrongTintContrast: 2.5 + - _StrongTintContrastToggle: 1 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UVSec: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorldTilingPixelsPerUnit: 100 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0} + - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1} + - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0} + - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0} + - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1} + - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0} + - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0} + - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0} + - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0} + - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1} + - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1} + - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0} + - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0} + - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0} + - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0} + - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0} + - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0} + - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0} + - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1} + - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0} + - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0} + - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0} + - _RainbowCenter: {r: 0, g: 0, b: 0, a: 0} + - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608} + - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0} + - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0} + - _ShadowColor: {r: 0, g: 0, b: 0, a: 0} + - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0} + - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0} + - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0} + - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0} + - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0} + - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0} + - _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0} + - _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0} + - _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0} + - _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0} + - _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0} + - _SplitToningHighlightsColor: 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("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + [ASEEnd]_Brightness("Brightness", Float) = 1 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + } + + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Stencil + { + Ref [_Stencil] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + Comp [_StencilComp] + Pass [_StencilOp] + } + + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + + Pass + { + Name "Default" + CGPROGRAM + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #define ASE_NEEDS_FRAG_COLOR + + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + + }; + + uniform fixed4 _Color; + uniform fixed4 _TextureSampleAdd; + uniform float4 _ClipRect; + uniform sampler2D _MainTex; + uniform float _Brightness; + uniform float4 _MainTex_ST; + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + + + v2f vert( appdata_t IN ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + OUT.worldPosition = IN.vertex; + + + OUT.worldPosition.xyz += float3( 0, 0, 0 ) ; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = IN.texcoord; + + OUT.color = IN.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float3 hsvTorgb2 = HSVToRGB( float3(texCoord1.x,texCoord1.y,_Brightness) ); + float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw; + float4 appendResult3 = (float4(hsvTorgb2 , tex2D( _MainTex, uv_MainTex ).a)); + + half4 color = ( IN.color * appendResult3 ); + + #ifdef UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + 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+WireConnection;3;0;2;0 +WireConnection;3;3;5;4 +WireConnection;9;0;10;0 +WireConnection;9;1;3;0 +WireConnection;0;0;9;0 +ASEEND*/ +//CHKSM=A297402DF8CB1D7D3CFDD9257341E61777EE44BC \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta new file mode 100644 index 00000000..b7464f38 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: b860201e6bb5e4f458641dd9676038c0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs new file mode 100644 index 00000000..6c1aa612 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_Camera : MonoBehaviour + { + void LateUpdate() + { + //Follow player's x position. + Vector3 position = transform.position; + position.x = Mathf.Lerp(position.x, Demo_Player.instance.transform.position.x, Time.deltaTime * 3f); + transform.position = position; + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta new file mode 100644 index 00000000..527bad00 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f86ad67ce4d37b44d84fb7fb5eb2bef0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs new file mode 100644 index 00000000..ed8e7f41 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs @@ -0,0 +1,153 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_ColorPicker : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + public Material targetMaterial; + public string propertyName; + + RectTransform colorArea; + Slider brightnessSlider; + RectTransform dotRect; + Image dotImage; + + bool isHovered; + bool isDragging; + + float lastHue; + float lastSaturation; + float maxBrightness; + + void Start() + { + if(brightnessSlider == null || colorArea == null) + { + //References: + colorArea = transform.Find("Color Area").GetComponent(); + brightnessSlider = transform.Find("Brightness Slider").GetComponent(); + dotRect = transform.Find("Color Area/Dot").GetComponent(); + dotImage = dotRect.GetComponent(); + + //Initialize: + dotImage.material = Instantiate(dotImage.material); + } + } + + void Update() + { + Vector2 mousePosition = default; + RectTransformUtility.ScreenPointToLocalPointInRectangle(colorArea, Input.mousePosition, Camera.main, out mousePosition); + + if (isHovered && Input.GetMouseButtonDown(0)) + { + if (mousePosition.x > -colorArea.sizeDelta.x * 0.5f && mousePosition.x < colorArea.sizeDelta.x * 0.5f && mousePosition.y > -colorArea.sizeDelta.y * 0.5f && mousePosition.y < colorArea.sizeDelta.y * 0.5f) + { + isDragging = true; + } + } + + if(isDragging) + { + if(Input.GetMouseButton(0) == false) + { + isDragging = false; + } + + Vector2 colorRange = (mousePosition + colorArea.sizeDelta * 0.5f) / colorArea.sizeDelta; + float hue = Mathf.Clamp01(colorRange.x); + float saturation = Mathf.Clamp01(colorRange.y); + UpdateColor(hue, saturation); + } + } + + public void SetTarget(Material newMaterial, string newProperty, string shaderName) + { + Start(); + + targetMaterial = newMaterial; + propertyName = newProperty; + + LoadColor(targetMaterial.GetColor(propertyName)); + + //Title: + string displayString = newProperty.Replace("_" + shaderName.Replace(" ", ""), ""); + char[] displayChars = displayString.ToCharArray(); + displayString = ""; + for(int c = 0; c < displayChars.Length; c++) + { + if(c > 0 && displayChars[c].ToString().ToUpper() == displayChars[c].ToString()) + { + displayString += " "; + } + + displayString += displayChars[c]; + } + transform.Find("Title").GetComponent().text = displayString; + } + + public void LoadColor(Color color) + { + float hue; + float saturation; + float value; + Color.RGBToHSV(color, out hue, out saturation, out value); + + maxBrightness = Mathf.Ceil(value * 0.5f) * 4f + 5f; + + if(value <= 1f) + { + brightnessSlider.SetValueWithoutNotify(value * 0.5f); + } + else + { + brightnessSlider.SetValueWithoutNotify(0.5f + (value - 1f) / maxBrightness); + } + + UpdateColor(hue, saturation); + } + + public void UpdateColor(float hue, float saturation) + { + lastHue = hue; + lastSaturation = saturation; + + dotRect.anchoredPosition = new Vector2(Mathf.Clamp(colorArea.sizeDelta.x * hue, 5, colorArea.sizeDelta.x - 5), Mathf.Clamp(colorArea.sizeDelta.y * saturation, 5, colorArea.sizeDelta.y - 5)); + dotImage.color = Color.HSVToRGB(hue, saturation, 1f); + + float value = Mathf.Min(brightnessSlider.value * 2f, 1) + Mathf.Max((brightnessSlider.value - 0.5f) * maxBrightness, 0); + dotImage.materialForRendering.SetFloat("_Brightness", value); + + if(targetMaterial != null) + { + targetMaterial.SetColor(propertyName, Color.HSVToRGB(hue, saturation, value)); + } + } + + public void SliderChanged() + { + if (Mathf.Abs(brightnessSlider.value - 0.5f) < 0.05f) + { + brightnessSlider.SetValueWithoutNotify(0.5f); + } + + UpdateColor(lastHue, lastSaturation); + } + + public void OnPointerEnter(PointerEventData eventData) + { + isHovered = true; + } + + public void OnPointerExit(PointerEventData eventData) + { + isHovered = false; + } + + + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta new file mode 100644 index 00000000..4bf7fbbf --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7900ce9e82d3d9f4090a336fc0109c02 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs new file mode 100644 index 00000000..06420ee9 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs @@ -0,0 +1,295 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_Display : MonoBehaviour + { + //Selected: + public static Demo_Display selected; + + [Header("Material Settings:")] + public string firstProperty = ""; + public bool ignorePlayer = false; + public float cycleTime = 2f; + + //Runtime: + Transform shader; + Material frameMaterial; + bool isHovered; + float lastScale; + float activeUntil; + int mainIndex; + + //Material: + Renderer mainRenderer; + Material mainMaterial; + Transform extraSprites; + + //Position: + int row; + int slot; + int maxSlots; + float camWidth; + + void Start() + { + //Initialize: + frameMaterial = transform.Find("Display/Frame").GetComponent().material; + shader = transform.Find("Shader"); + isHovered = false; + lastScale = 0f; + activeUntil = Time.unscaledTime + 2f; + + //Position: + int index = transform.GetSiblingIndex(); + row = index % 3 - 1; + slot = index / 3; + int parentCount = transform.parent.childCount; + maxSlots = parentCount / 3 + (row + 1 < parentCount % 3 ? 1 : 0); + camWidth = ((float)Screen.width / (float)Screen.height) * Camera.main.orthographicSize; + UpdatePosition(); + UpdatePosition(); + + //Material: + mainIndex = 0; + UpdateIndex(); + + extraSprites = shader.Find("Extra Sprites"); + + if (extraSprites != null) + { + extraSprites.localPosition = new Vector3(4f, 0, 0); + } + + //First Property: + if (firstProperty == null || firstProperty == "") + { + firstProperty = "_" + gameObject.name.Replace(" ", "") + "Fade"; + } + + //Title: + Demo_GUI.instance.CreateTitle(gameObject.name, transform.Find("Display/Title Position")); + + //Coroutine: + StartCoroutine(CycleShader()); + StartCoroutine(HandlePosition()); + } + + void Update() + { + if (Time.unscaledTime > activeUntil) return; + + float scale = transform.localScale.x; + + if (selected == this) + { + activeUntil = Time.unscaledTime + 4f; + scale = Mathf.Clamp(Mathf.Lerp(scale, 1.11f, Time.unscaledDeltaTime * 5f), 1, 1.1f); + shader.localScale = Vector3.Lerp(shader.localScale, Vector3.one * 1f / 8f, Time.unscaledDeltaTime * 10f); + shader.localPosition = Vector3.Lerp(shader.localPosition, new Vector3(-0.3f, 0, 0), Time.unscaledDeltaTime * 10f); + + if(extraSprites != null) + { + extraSprites.localPosition = Vector3.Lerp(extraSprites.localPosition, new Vector3(0, 0, 0), Time.unscaledDeltaTime * 10f); + } + } + else + { + scale = Mathf.Clamp(Mathf.Lerp(scale, isHovered && selected == null ? 1.11f : 0.99f, Time.unscaledDeltaTime * 5f), 1, 1.1f); + shader.localScale = Vector3.Lerp(shader.localScale, new Vector3(0.45f, 0.45f, 1f), Time.unscaledDeltaTime * 4f); + shader.localPosition = Vector3.Lerp(shader.localPosition, new Vector3(0f, 0.45f, 0f), Time.unscaledDeltaTime * 4f); + + if (extraSprites != null) + { + extraSprites.localPosition = Vector3.Lerp(extraSprites.localPosition, new Vector3(2f, 0, 0), Time.unscaledDeltaTime * 10f); + } + } + + if (scale != lastScale) + { + lastScale = scale; + transform.localScale = new Vector3(scale, scale, 1); + frameMaterial.SetFloat("_SineGlowFade", (scale - 1f) * 10f); + } + } + + IEnumerator CycleShader() + { + yield return new WaitForSeconds(transform.GetSiblingIndex() * 0.01f); + + while (true) + { + yield return new WaitForSeconds(cycleTime); + + if(selected != this) + { + ChangeIndex(); + } + } + } + IEnumerator HandlePosition() + { + yield return new WaitForSeconds(transform.GetSiblingIndex() * 0.01f); + + while (true) + { + yield return new WaitForSeconds(0.2f); + + UpdatePosition(); + } + } + + Transform GetMainSprite(int index) + { + if (index <= 0) + { + return shader.Find("Main Sprite"); + } + else + { + return shader.Find("Main Sprite " + (int) (index + 1)); + } + } + + public void ChangeIndex() + { + mainIndex++; + if(GetMainSprite(mainIndex) == null) + { + mainIndex = 0; + } + + UpdateIndex(); + } + + public bool HasAlternatives() + { + return shader.Find("Main Sprite 2") != null; + } + + public void UpdateIndex() + { + for (int i = 0; i < 6; i++) + { + Transform sprite = GetMainSprite(i); + + if (sprite != null) + { + Demo_SpriteFader dsf = sprite.GetComponent(); + if(dsf != null) + { + dsf.SetFade(false); + } + else + { + sprite.gameObject.SetActive(false); + } + } + } + + Transform mainSprite = GetMainSprite(mainIndex); + if (mainSprite != null) + { + Demo_SpriteFader dsf = mainSprite.GetComponent(); + if (dsf != null) + { + dsf.SetFade(true); + } + else + { + mainSprite.gameObject.SetActive(true); + } + + mainRenderer = mainSprite.GetComponent(); + mainMaterial = mainRenderer.material; + } + } + + void OnMouseOver() + { + isHovered = true; + activeUntil = Time.unscaledTime + 4f; + } + + void OnMouseExit() + { + isHovered = false; + activeUntil = Time.unscaledTime + 4f; + } + + void OnMouseDown() + { + if(selected == null) + { + Select(); + } + } + + public void Select() + { + mainIndex = 0; + UpdateIndex(); + activeUntil = Time.unscaledTime + 4f; + selected = this; + Demo_Player.instance.ResetPosition(); + Demo_GUI.instance.UpdateHud(); + } + + public void Deselect() + { + activeUntil = Time.unscaledTime + 4f; + selected = null; + ResetMaterial(); + } + + public void ResetMaterial() + { + if (mainRenderer != null && mainRenderer.material != null && mainRenderer.material != mainMaterial) + { + Destroy(mainRenderer.material); + mainRenderer.material = mainMaterial; + } + } + + public Material InstantiateMaterial() + { + if (mainMaterial == null) + { + Demo_Player.instance.ResetMaterial(); + return null; + } + + Material newMaterial = Instantiate(mainMaterial); + mainRenderer.material = newMaterial; + + if (newMaterial != null && !ignorePlayer) + { + Demo_Player.instance.ApplyMaterial(newMaterial); + } + else + { + Demo_Player.instance.ResetMaterial(); + } + + return newMaterial; + } + + void UpdatePosition() + { + float position = transform.position.x / Demo_Shaders.instance.transform.localScale.x; + + if (position < -camWidth * 1.4f) + { + slot += maxSlots; + }else if(position > camWidth * 1.4f) + { + slot -= maxSlots; + } + + transform.localPosition = new Vector3(2.75f * slot, -3.25f * row, 0); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta new file mode 100644 index 00000000..410bd754 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 61a62e02a5514794596a0707a24170c4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs new file mode 100644 index 00000000..f11e996e --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_DisplayTitle : MonoBehaviour + { + public Transform target; + + RectTransform rectTransform; + RectTransform rectParent; + + void Start() + { + rectTransform = GetComponent(); + rectParent = transform.parent.GetComponent(); + } + + void LateUpdate() + { + Vector3 screenPosition = RectTransformUtility.WorldToScreenPoint(Camera.main, target.position); + + + Vector2 rectPosition; + RectTransformUtility.ScreenPointToLocalPointInRectangle(rectParent, screenPosition, Camera.main, out rectPosition); + + rectTransform.anchoredPosition = rectPosition; + + transform.localScale = target.lossyScale; + } + } +} + diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta new file mode 100644 index 00000000..26d46c65 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 730d145ce9bfd0847839d0ec91dbf0a2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs new file mode 100644 index 00000000..6d3d9008 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs @@ -0,0 +1,129 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_FloatPicker : MonoBehaviour + { + public Material targetMaterial; + public string propertyName; + + Slider slider; + + void Start() + { + if(slider == null) + { + //References: + slider = transform.Find("Slider").GetComponent(); + } + } + + public void SetTarget(Material newMaterial, string newProperty, string shaderName) + { + Start(); + + targetMaterial = newMaterial; + propertyName = newProperty; + + //Limits: + float floatValue = targetMaterial.GetFloat(propertyName); + int propIndex = targetMaterial.shader.FindPropertyIndex(propertyName); + if (targetMaterial.shader.GetPropertyType(propIndex) == UnityEngine.Rendering.ShaderPropertyType.Range) + { + Vector2 limits = targetMaterial.shader.GetPropertyRangeLimits(propIndex); + slider.minValue = limits.x; + slider.maxValue = limits.y; + } + else + { + if (newProperty.EndsWith("Contrast")) + { + slider.minValue = 0f; + slider.maxValue = 3f; + } + else if (newProperty.EndsWith("Saturation")) + { + slider.minValue = 0f; + slider.maxValue = 2f; + } + else if (newProperty.EndsWith("Brightness")) + { + slider.minValue = 0f; + slider.maxValue = 5f; + } + else if (newProperty.EndsWith("PixelDensity")) + { + slider.minValue = 1f; + slider.maxValue = 32f; + } + else + { + float limit = 1f; + while (Mathf.Abs(floatValue) > limit) + { + limit *= 10f; + } + slider.minValue = -limit; + slider.maxValue = limit; + } + } + + if (newProperty.EndsWith("Width")) + { + slider.minValue = 0f; + } + + //Load: + LoadFloat(floatValue); + + //Title: + string displayString = newProperty.Replace("_" + shaderName.Replace(" ", ""), ""); + char[] displayChars = displayString.ToCharArray(); + displayString = ""; + for(int c = 0; c < displayChars.Length; c++) + { + if(c > 0 && displayChars[c].ToString().ToUpper() == displayChars[c].ToString()) + { + displayString += " "; + } + + displayString += displayChars[c]; + } + + if (displayString == "") displayString = "Value"; + transform.Find("Title").GetComponent().text = displayString; + } + + public void LoadFloat(float floatValue) + { + slider.SetValueWithoutNotify(floatValue); + UpdateFloat(floatValue); + } + + public void UpdateFloat(float floatValue) + { + //String: + string floatString = floatValue.ToString().Replace(",", "."); + string[] splitValues = floatString.Split('.'); + if (splitValues.Length > 1) + { + floatString = splitValues[0] + "." + splitValues[1].Substring(0, Mathf.Min(splitValues[1].Length, 2)); + } + transform.Find("Value").GetComponent().text = floatString; + + if(targetMaterial != null) + { + targetMaterial.SetFloat(propertyName, floatValue); + } + } + + public void SliderChanged() + { + UpdateFloat(slider.value); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta new file mode 100644 index 00000000..e41496b8 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 384bca986640c8e44bd32d54a80f4139 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs new file mode 100644 index 00000000..f4c52055 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs @@ -0,0 +1,257 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.UI; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_GUI : MonoBehaviour + { + public static Demo_GUI instance; + + GameObject displayTitlePrefab; + RectTransform propertyRect; + CanvasGroup hudCG; + Slider slider; + + float scrollArea; + float targetHeight; + + void Awake() + { + instance = this; + + hudCG = transform.Find("Shader Hud").GetComponent(); + displayTitlePrefab = transform.Find("Display Titles/Title Prefab").gameObject; + propertyRect = transform.Find("Shader Hud/Properties/Rect").GetComponent(); + slider = transform.Find("Shader Hud/Properties/Slider").GetComponent(); + } + + void Update() + { + hudCG.alpha = Mathf.Lerp(hudCG.alpha, Demo_Shaders.instance.FadeInGUI() ? 1.1f : -0.1f, Time.unscaledDeltaTime * 7.5f); + + if(hudCG.alpha > 0.5f) + { + if (slider.gameObject.activeInHierarchy) + { + float strength = 100f / Mathf.Abs(scrollArea - 500f); + if (Input.mouseScrollDelta.y > 0.01f) + { + slider.SetValueWithoutNotify(Mathf.Clamp01(slider.value - strength)); + UpdateScroll(); + } + else if (Input.mouseScrollDelta.y < -0.01) + { + slider.SetValueWithoutNotify(Mathf.Clamp01(slider.value + strength)); + UpdateScroll(); + } + } + + propertyRect.anchoredPosition = new Vector2(0, Mathf.Lerp(propertyRect.anchoredPosition.y, targetHeight, Time.unscaledDeltaTime * 8f)); + } + + } + + public void CreateTitle(string title, Transform target) + { + GameObject newTitle = Instantiate(displayTitlePrefab); + newTitle.transform.SetParent(displayTitlePrefab.transform.parent, true); + newTitle.name = title; + + newTitle.GetComponent().target = target; + newTitle.GetComponent().text = title; + newTitle.SetActive(true); + } + + public void UpdateHud() + { + //Toggle Interaction: + if (Demo_Display.selected == null) + { + hudCG.blocksRaycasts = hudCG.interactable = false; + return; + } + hudCG.blocksRaycasts = hudCG.interactable = true; + + //Set Title: + Transform hud = transform.Find("Shader Hud"); + hud.Find("Shader Title").GetComponent().text = Demo_Display.selected.gameObject.name; + + //Alternative Button: + float currentY = 240f; + if (Demo_Display.selected.HasAlternatives()) + { + propertyRect.Find("AlternativeButton").gameObject.SetActive(true); + currentY = 240f - 60f; + } + else + { + propertyRect.Find("AlternativeButton").gameObject.SetActive(false); + } + + //Properties: + Transform properties = hud.Find("Properties"); + GameObject colorPrefab = properties.Find("Color").gameObject; + colorPrefab.SetActive(false); + GameObject floatPrefab = properties.Find("Float").gameObject; + floatPrefab.SetActive(false); + GameObject vectorPrefab = properties.Find("Vector").gameObject; + vectorPrefab.SetActive(false); + + //Clear Properties: + for (int c = 0; c < propertyRect.childCount; c++) + { + Transform child = propertyRect.GetChild(c); + + if(child.gameObject.name != "AlternativeButton") + { + Destroy(propertyRect.GetChild(c).gameObject); + } + } + + //Create Properties: + Material mat = Demo_Display.selected.InstantiateMaterial(); + if (mat == null) + { + slider.gameObject.SetActive(false); + return; + } + + int index = mat.shader.FindPropertyIndex(Demo_Display.selected.firstProperty); + int maxCount = mat.shader.GetPropertyCount(); + bool hidden = false; + while(index < maxCount) + { + string propertyName = mat.shader.GetPropertyName(index); + ShaderPropertyType propertyType = mat.shader.GetPropertyType(index); + index++; + if (propertyName.StartsWith("_Enable")) + { + break; + } + else + { + if (!IsKeyword(propertyName)) + { + if (hidden) + { + if (propertyName == "_EnchantedLowColor" || propertyName == "_EnchantedHighColor" || propertyName == "_ShiftingColorA" || propertyName == "_ShiftingColorB") + { + //No Skipping + } + else + { + continue; //Skip hidden properties. + } + } + else + { + if (propertyName == "_EnchantedLowColor" || propertyName == "_EnchantedHighColor" || propertyName == "_ShiftingColorA" || propertyName == "_ShiftingColorB") + { + continue; //Skipping if not Hidden + } + } + + RectTransform newRect = null; + if (propertyType == ShaderPropertyType.Color) + { + GameObject newColor = Instantiate(colorPrefab); + newColor.transform.SetParent(propertyRect, true); + newColor.transform.position = colorPrefab.transform.position; + newColor.transform.localScale = Vector3.one; + newColor.SetActive(true); + + newRect = newColor.GetComponent(); + newColor.GetComponent().SetTarget(mat, propertyName, Demo_Display.selected.gameObject.name); + } + else if (propertyType == ShaderPropertyType.Float || propertyType == ShaderPropertyType.Range) + { + GameObject newFloat = Instantiate(floatPrefab); + newFloat.transform.SetParent(propertyRect, true); + newFloat.transform.position = floatPrefab.transform.position; + newFloat.transform.localScale = Vector3.one; + newFloat.SetActive(true); + + newRect = newFloat.GetComponent(); + newFloat.GetComponent().SetTarget(mat, propertyName, Demo_Display.selected.gameObject.name); + } + else if (propertyType == ShaderPropertyType.Vector) + { + GameObject newVector = Instantiate(vectorPrefab); + newVector.transform.SetParent(propertyRect, true); + newVector.transform.position = vectorPrefab.transform.position; + newVector.transform.localScale = Vector3.one; + newVector.SetActive(true); + + newRect = newVector.GetComponent(); + newVector.GetComponent().SetTarget(mat, propertyName, Demo_Display.selected.gameObject.name); + } + + if (newRect != null) + { + Vector2 anchoredPosition = newRect.anchoredPosition; + anchoredPosition.y = currentY - newRect.sizeDelta.y * 0.5f; + currentY -= newRect.sizeDelta.y; + newRect.anchoredPosition = anchoredPosition; + } + } + else + { + hidden = mat.GetFloat(propertyName) < 0.5f; + } + } + } + + scrollArea = 240f - currentY; + slider.SetValueWithoutNotify(0f); + slider.gameObject.SetActive(scrollArea > 500f); + targetHeight = 0f; + } + + public static bool IsKeyword(string propName) + { + if (propName.StartsWith("_Toggle") || propName.EndsWith("Toggle") || propName.EndsWith("Invert") || propName == "PixelSnap" || propName == "_ShaderSpace" || propName == "_SmokeVertexSeed" || propName == "_ShaderFading" || propName == "_BakedMaterial" || propName == "_SpriteSheetFix" || propName == "_ForceAlpha" || propName == "_VertexTintFirst" || propName == "_PixelPerfectSpace" || propName == "_PixelPerfectUV" || propName == "_WindLocalWind" || propName == "_WindHighQualityNoise" || propName == "_WindIsParallax" || propName == "_WindFlip" || propName == "_SquishFlip") + { + return true; + } + + return false; + } + + //Buttons: + public void BackButton() + { + if(Demo_Display.selected != null) + { + Demo_Display.selected.Deselect(); + } + } + + public void ResetMaterialButton() + { + if (Demo_Display.selected != null) + { + UpdateHud(); + } + } + + public void AlternativeButton() + { + if(Demo_Display.selected != null) + { + Demo_Display.selected.InstantiateMaterial(); + Demo_Display.selected.ChangeIndex(); + UpdateHud(); + } + } + + public void UpdateScroll() + { + targetHeight = slider.value * (scrollArea - 500f); + } + + } +} + diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta new file mode 100644 index 00000000..6142de0c --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dfd9b85be57ad1d40b8879150fcb48ca +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs new file mode 100644 index 00000000..f3bb83d2 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs @@ -0,0 +1,174 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_Player : MonoBehaviour + { + public static Demo_Player instance; + + [Header("Sprites:")] + public List idleSprites; + public List runningSprites; + public List hurtSprites; + + [Header("Other:")] + public bool ignoreMaterials; + + //References: + SpriteRenderer spriteRenderer; + Rigidbody2D rig; + + //Runtime: + float nextFrame; + int currentIndex; + List currentAnimation; + Material originalMaterial; + Material currentMaterial; + Vector3 snapPosition; + bool isShadow; + + void Start() + { + instance = this; + + //References: + spriteRenderer = transform.Find("SpriteRenderer").GetComponent(); + rig = GetComponent(); + + if (!ignoreMaterials) + { + currentMaterial = originalMaterial = spriteRenderer.material; + } + + //Initialize: + nextFrame = -1f; + + //Idle: + PlayAnimation(idleSprites); + } + + void Update() + { + //Animation: + if (Time.time > nextFrame) + { + spriteRenderer.sprite = currentAnimation[currentIndex]; + + if(currentAnimation == runningSprites) + { + nextFrame = Time.time + 0.2f / Mathf.Max(Mathf.Abs(rig.linearVelocity.x), 3.5f); + } + else + { + nextFrame = Time.time + 0.065f; + } + + currentIndex++; + if(currentIndex >= currentAnimation.Count) + { + currentIndex = 0; + + if(currentAnimation == hurtSprites) + { + currentAnimation = idleSprites; + } + } + } + + + if (snapPosition != Vector3.zero) + { + //Snap to position: + rig.linearVelocity = Vector2.Lerp(rig.linearVelocity, new Vector2(0, -1f), Time.deltaTime * 5f); + if (Mathf.Abs(rig.linearVelocity.x) < 1f && currentAnimation != hurtSprites) + { + PlayAnimation(idleSprites); + } + + transform.position = Vector3.Lerp(transform.position, snapPosition, Time.deltaTime * 6f); + } + else + { + //Movement: + if ((Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) && currentAnimation != hurtSprites) + { + rig.linearVelocity = Vector2.Lerp(rig.linearVelocity, new Vector2(7f, -1f), Time.deltaTime * 5f); + transform.eulerAngles = new Vector3(0, 0, 0); + PlayAnimation(runningSprites); + } + else if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) && currentAnimation != hurtSprites) + { + rig.linearVelocity = Vector2.Lerp(rig.linearVelocity, new Vector2(-7f, -1f), Time.deltaTime * 5f); + transform.eulerAngles = new Vector3(0, 180, 0); + PlayAnimation(runningSprites); + } + else + { + rig.linearVelocity = Vector2.Lerp(rig.linearVelocity, new Vector2(0, -1f), Time.deltaTime * 5f); + + if (Mathf.Abs(rig.linearVelocity.x) < 1f && currentAnimation != hurtSprites) + { + PlayAnimation(idleSprites); + } + } + } + + //Adjust Shadow Offset: + if(isShadow) + { + MaterialPropertyBlock mpb = new MaterialPropertyBlock(); + spriteRenderer.GetPropertyBlock(mpb); + Vector2 offset = currentMaterial.GetVector("_ShadowOffset"); + if(transform.eulerAngles.y > 90) + { + offset.x = -offset.x; + } + mpb.SetVector("_ShadowOffset", offset); + spriteRenderer.SetPropertyBlock(mpb); + } + } + + public void GetHurt(Vector2 velocity) + { + rig.linearVelocity = velocity; + transform.eulerAngles = new Vector3(0, velocity.x > 0 ? 180 : 0, 0); + PlayAnimation(hurtSprites); + } + + void PlayAnimation(List animation) + { + if(currentAnimation != animation) + { + currentAnimation = animation; + currentIndex = 0; + } + } + + public void ApplyMaterial(Material material) + { + spriteRenderer.material = currentMaterial = material; + + isShadow = material.name.StartsWith("SSU_Demo_Shadow"); + } + + public void SnapPosition(Vector3 newPosition) + { + snapPosition = newPosition; + } + + public void ResetPosition() + { + transform.position = new Vector3(6f, -2.645f, 0); + transform.eulerAngles = new Vector3(0, 180, 0); + } + + public void ResetMaterial() + { + spriteRenderer.material = originalMaterial; + currentMaterial = originalMaterial; + isShadow = false; + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta new file mode 100644 index 00000000..b769d163 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: abbbff4ef1cc7bf4e8cbae3277c4004b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs new file mode 100644 index 00000000..910e616b --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs @@ -0,0 +1,139 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_Shaders : MonoBehaviour + { + public static Demo_Shaders instance; + public static float zoomFactor; + + GameObject environmentGO; + List environmentSprites; + Vector3 currentPosition; + + float lastZoomFactor; + + void Awake() + { + //Reference: + instance = this; + + //Environment: + Transform environment = GameObject.Find("Environment").transform; + environmentSprites = new List(); + foreach(SpriteRenderer sr in environment.GetComponentsInChildren()) + { + environmentSprites.Add(sr); + } + environmentGO = environment.gameObject; + + //Initialize: + Demo_Display.selected = null; + currentPosition = Vector3.zero; + zoomFactor = 0f; + lastZoomFactor = -1000; + } + + void Update() + { + //Zoom Factor: + if (Demo_Display.selected != null) + { + zoomFactor += Time.unscaledDeltaTime * 2f; + if (zoomFactor > 1f) zoomFactor = 1f; + } + else + { + zoomFactor -= Time.unscaledDeltaTime * 2f; + if (zoomFactor < 0f) zoomFactor = 0f; + } + + //Scale: + float scale = 1f + 6.2f * zoomFactor; + transform.localScale = new Vector3(scale, scale, 1); + + if (zoomFactor != lastZoomFactor) + { + //Environment: + float alpha = Mathf.Clamp01((zoomFactor - 0.75f) / 0.25f); + foreach (SpriteRenderer sprite in environmentSprites) + { + Color color = sprite.color; + color.a = alpha; + sprite.color = color; + } + + if(alpha > 0f) + { + if(!environmentGO.activeSelf) + { + environmentGO.SetActive(true); + } + } + else + { + if (environmentGO.activeSelf) + { + environmentGO.SetActive(false); + } + } + + //Other: + lastZoomFactor = zoomFactor; + } + + //Position: + if(Demo_Display.selected != null) + { + currentPosition = Vector3.Lerp(currentPosition, -Demo_Display.selected.transform.localPosition, Time.unscaledDeltaTime * 10f); + } + else + { + + float movement = 0f; + if(AllowMovement()) + { + movement = 2f * (Screen.width * 0.5f - Input.mousePosition.x) / (float)Screen.width; + if(Mathf.Abs(movement) < 0.6f) + { + movement = 0; + } + else if (Input.mousePosition.x < Screen.width && Input.mousePosition.x > 0) + { + movement += movement < 0 ? 0.6f : -0.6f; + movement *= 2f; + movement = Mathf.Clamp(movement, -1f, 1f); + } + else + { + movement = 0; + } + } + + currentPosition = Vector3.Lerp(currentPosition, new Vector3(currentPosition.x + movement, 0, 0), Time.unscaledDeltaTime * 14f / scale); + } + transform.position = currentPosition * scale; + + //Controls: + if(Demo_Display.selected != null) + { + if (Input.GetKeyDown(KeyCode.Escape)) + { + Demo_Display.selected.Deselect(); + } + } + } + + public bool AllowMovement() + { + return zoomFactor < 0.1f; + } + + public bool FadeInGUI() + { + return zoomFactor > 0.9f; + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta new file mode 100644 index 00000000..2b3f4677 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 464bb5c7a6036cf42b31b9063be08bc9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs new file mode 100644 index 00000000..9394f6de --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs @@ -0,0 +1,55 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_SpriteFader : MonoBehaviour + { + SpriteRenderer sr; + bool fadeIn; + + float fadeDelay; + + void Awake() + { + sr = GetComponent(); + fadeIn = true; + fadeDelay = 0f; + } + + void Update() + { + //Delay: + if(fadeDelay > 0) + { + fadeDelay -= Time.unscaledDeltaTime; + return; + } + + //Fading: + Color color = sr.color; + color.a = Mathf.Clamp01(Mathf.Lerp(color.a, fadeIn ? 1.1f : -0.1f, Time.deltaTime * (fadeIn ? 8f : 4f))); + sr.color = color; + + if((fadeIn && color.a >= 1f) || (!fadeIn && color.a <= 0f)) + { + enabled = false; + } + } + + public void SetFade(bool fadeState) + { + fadeIn = fadeState; + enabled = true; + + if(!fadeIn) + { + fadeDelay = 0.15f; + } + + sr.sortingOrder = fadeIn ? 4 : 5; + } + } +} + diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta new file mode 100644 index 00000000..34ad2f39 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a5b0e314acd3d64f8a00ee70d0b6c44 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs new file mode 100644 index 00000000..871f2398 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs @@ -0,0 +1,104 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_Trigger : MonoBehaviour + { + ShaderFaderSSU fader; + + public List events; + + void Start() + { + fader = GetComponent(); + } + + private void OnTriggerEnter2D(Collider2D collision) + { + if(collision.name == "Player") + { + ChangeState(true); + } + } + + private void OnTriggerExit2D(Collider2D collision) + { + if (collision.name == "Player") + { + ChangeState(false); + } + } + + public void ChangeState(bool isActive) + { + if (fader != null) + { + fader.isFaded = isActive; + } + + if (events != null && isActive) + { + foreach (Demo_TriggerEvent demoEvent in events) + { + StartCoroutine(PlayEvent(demoEvent)); + } + } + } + + IEnumerator PlayEvent(Demo_TriggerEvent demoEvent) + { + yield return new WaitForSeconds(demoEvent.delay); + demoEvent.Play(transform); + } + } + + [System.Serializable] + public class Demo_TriggerEvent + { + [Header("Delay:")] + public float delay; + + [Header("Change Fader:")] + public ShaderFaderSSU fader; + public bool faderState; + public bool negateState; + + [Header("Snap Player:")] + public bool snapPlayer; + public bool isRelative; + public Vector3 snapPosition; + + [Header("Hurt Player:")] + public bool hurtPlayer; + public Vector2 velocity; + + public void Play(Transform source) + { + if(fader != null) + { + if(negateState) + { + fader.isFaded = !fader.isFaded; + } + else + { + fader.isFaded = faderState; + } + } + + if(snapPlayer) + { + Demo_Player.instance.SnapPosition(isRelative ? source.position + snapPosition : snapPosition); + } + + if(hurtPlayer) + { + Demo_Player.instance.GetHurt(velocity); + } + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta new file mode 100644 index 00000000..88b3c977 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 43b51e33e72fa5140be7c05bb406cab4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs new file mode 100644 index 00000000..8efc2ea1 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_VectorFollow : MonoBehaviour + { + //Public: + public string propertyName; + public Transform trackedTransform; + + //Internal: + Material mat; + + void Start() + { + Renderer renderer = GetComponentInChildren(); + + if(renderer.sharedMaterial.name.EndsWith("(Instance)")) + { + mat = renderer.sharedMaterial; + } + else + { + mat = renderer.material; + } + } + + void FixedUpdate() + { + mat.SetVector(propertyName, trackedTransform.position); + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta new file mode 100644 index 00000000..f0a6861f --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 818e89473bfe65444a44bc1ad4725ed0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs new file mode 100644 index 00000000..ff4edba3 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs @@ -0,0 +1,118 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +namespace SpriteShadersUltimate.Demo +{ + public class Demo_VectorPicker : MonoBehaviour + { + public Material targetMaterial; + public string propertyName; + + Slider slider1; + Slider slider2; + + void Start() + { + if(slider1 == null) + { + //References: + slider1 = transform.Find("Slider 1").GetComponent(); + slider2 = transform.Find("Slider 2").GetComponent(); + } + } + + public void SetTarget(Material newMaterial, string newProperty, string shaderName) + { + Start(); + + targetMaterial = newMaterial; + propertyName = newProperty; + + //Limits: + Vector2 vectorValue = targetMaterial.GetVector(propertyName); + int propIndex = targetMaterial.shader.FindPropertyIndex(propertyName); + + + float absValue = (Mathf.Abs(vectorValue.x) + Mathf.Abs(vectorValue.y) * 0.5f); + + if (absValue < 1f) + { + slider1.minValue = slider2.minValue = -1; + slider1.maxValue = slider2.maxValue = 1f; + } else if (absValue < 2f) + { + slider1.minValue = slider2.minValue = -2; + slider1.maxValue = slider2.maxValue = 2f; + } + else + { + slider1.minValue = slider2.minValue = -absValue * 2; + slider1.maxValue = slider2.maxValue = absValue * 2f; + } + + if(propertyName.EndsWith("Scale")) + { + slider1.minValue = slider2.minValue = 0f; + } + + //Load: + LoadVector(vectorValue); + + //Title: + string displayString = newProperty.Replace("_" + shaderName.Replace(" ", ""), ""); + char[] displayChars = displayString.ToCharArray(); + displayString = ""; + for(int c = 0; c < displayChars.Length; c++) + { + if(c > 0 && displayChars[c].ToString().ToUpper() == displayChars[c].ToString()) + { + displayString += " "; + } + + displayString += displayChars[c]; + } + + if (displayString == "") displayString = "Value"; + transform.Find("Title").GetComponent().text = displayString; + } + + public void LoadVector(Vector2 vectorValue) + { + slider1.SetValueWithoutNotify(vectorValue.x); + slider2.SetValueWithoutNotify(vectorValue.y); + UpdateVector(vectorValue); + } + + public void UpdateVector(Vector2 vectorValue) + { + //String: + SetSliderValue(slider1, vectorValue.x); + SetSliderValue(slider2, vectorValue.y); + + //Material: + if (targetMaterial != null) + { + targetMaterial.SetVector(propertyName, vectorValue); + } + } + + void SetSliderValue(Slider toSlider, float toValue) + { + string floatString = toValue.ToString().Replace(",", "."); + string[] splitValues = floatString.Split('.'); + if (splitValues.Length > 1) + { + floatString = splitValues[0] + "." + splitValues[1].Substring(0, Mathf.Min(splitValues[1].Length, Mathf.Abs(toValue) >= 0.01f ? 2 : 3)); + } + toSlider.transform.Find("Value").GetComponent().text = floatString; + } + + public void SliderChanged() + { + UpdateVector(new Vector2(slider1.value, slider2.value)); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta new file mode 100644 index 00000000..5252be25 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta @@ 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+URL=https://ekincantas.com/sprite-shaders-ultimate/ +HotKey=0 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Documentation.url.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Documentation.url.meta new file mode 100644 index 00000000..c5cbb972 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Documentation.url.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 138f8b527462618499011c4828835d5b +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts.meta new file mode 100644 index 00000000..438c2dca --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f19ca1b5af457fa4d8a00de4cdfb391b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor.meta new file mode 100644 index 00000000..ddb53405 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cb6aebefb61d0fa44ae273692c4f283e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/CodingHelper.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/CodingHelper.cs new file mode 100644 index 00000000..d1b6f7ff --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/CodingHelper.cs @@ -0,0 +1,248 @@ +#if UNITY_EDITOR + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + public class CodingHelper : EditorWindow + { + public GUIContent labelContent; + public MaterialProperty prop; + + public static CodingHelper lastWindow; + bool isImage; + + void OnGUI() + { + //Close: + if(labelContent == null || prop == null) + { + Close(); + return; + } + + EditorGUILayout.BeginVertical(); + + //Style: + GUIStyle labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + //Internal Name: + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Property Name:", labelStyle); + GUI.color = Color.white; + DisplayCode("" + prop.name + "", labelStyle); + EditorGUILayout.Space(); EditorGUILayout.Space(); + EditorGUILayout.Space(); EditorGUILayout.Space(); + EditorGUILayout.Space(); EditorGUILayout.Space(); + + //Code: + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Set Function:", labelStyle); + GUI.color = Color.white; + + string codeText = default; + string propertyText = default; + if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Color) + { + propertyText = "public Color colorValue;"; + codeText = ".SetColor(\"" + prop.name + "\", colorValue);"; + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector) + { + propertyText = "public Vector2 vectorValue;"; + codeText = ".SetVector(\"" + prop.name + "\", vectorValue);"; + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture) + { + propertyText = "public Texture textureValue;"; + codeText = ".SetTexture(\"" + prop.name + "\", textureValue);"; + } + else + { + propertyText = "public float floatValue;"; + codeText = ".SetFloat(\"" + prop.name + "\", floatValue);"; + } + + DisplayCode("material" + codeText, labelStyle); + + //Example: + EditorGUILayout.Space(); EditorGUILayout.Space(); + EditorGUILayout.Space(); EditorGUILayout.Space(); + EditorGUILayout.Space(); EditorGUILayout.Space(); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Example Code:", labelStyle); + GUI.color = Color.white; + + Rect lastRect = GUILayoutUtility.GetLastRect(); + lastRect.x += lastRect.width - 160; + lastRect.width = 100; + if (!isImage) + { + GUI.enabled = false; + } + if (GUI.Button(lastRect, "Sprite Renderer")) + { + isImage = false; + GUI.FocusControl(null); + Repaint(); + } + if(isImage) + { + GUI.enabled = false; + } + else + { + GUI.enabled = true; + } + lastRect.x += 100; + lastRect.width = 60; + if (GUI.Button(lastRect, "UI Image")) + { + isImage = true; + GUI.FocusControl(null); + Repaint(); + } + GUI.enabled = true; + + string exampleText = default; + if(isImage) + { + exampleText = @"using UnityEngine; +using UnityEngine.UI; + +public class Example : MonoBehaviour +{ + " + propertyText + @" + + Image image; + + void Start() + { + image = GetComponent(); + image.material = Instantiate(image.material); + } + + void Update() + { + image.materialForRendering" + codeText + @" + } +}"; + } + else + { + exampleText = @"using UnityEngine; + +public class Example : MonoBehaviour +{ + " + propertyText + @" + + Material material; + + void Start() + { + SpriteRenderer spriteRenderer = GetComponent(); + material = spriteRenderer.material; + } + + void Update() + { + material" + codeText + @" + } +}"; + } + + DisplayCode(exampleText, labelStyle); + + //Final: + EditorGUILayout.Space(); EditorGUILayout.Space(); + EditorGUILayout.Space(); EditorGUILayout.Space(); + EditorGUILayout.Space(); EditorGUILayout.Space(); + + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Do you need more help ?", labelStyle); + EditorGUILayout.LabelField("Check out the documentation or contact me.", labelStyle); + GUI.color = Color.white; + EditorGUILayout.Space(); + SSUShaderGUI.DisplaySupportInformation(); + + EditorGUILayout.EndVertical(); + + Rect contentRect = GUILayoutUtility.GetLastRect(); + if(Mathf.Abs(position.height - contentRect.height - 50) > 5 && contentRect.height > 400) + { + Rect newPosition = new Rect(position); + newPosition.height = contentRect.height + 50; + position = newPosition; + } + + Rect closeRect = new Rect(position); + closeRect.width = 60; + closeRect.height = 30; + closeRect.x = position.width - 70; + closeRect.y = position.height - 40; + + GUIStyle buttonStyle = new GUIStyle(GUI.skin.button); + buttonStyle.richText = true; + if(GUI.Button(closeRect, "Close", buttonStyle)) + { + Close(); + } + } + + void DisplayCode(string codeText, GUIStyle labelStyle) + { + EditorGUILayout.BeginVertical("Helpbox"); + + int lines = codeText.Split('\n').Length; + + EditorGUILayout.SelectableLabel(codeText, labelStyle, GUILayout.Height(lines * 16)); + EditorGUILayout.EndVertical(); + + Rect lastRect = GUILayoutUtility.GetLastRect(); + lastRect.x += lastRect.width - 115; + lastRect.width = 115; + lastRect.y += lastRect.height - 1; + lastRect.height = 20; + if (GUI.Button(lastRect, "Copy to Clipboard")) + { + EditorGUIUtility.systemCopyBuffer = codeText.Replace("","").Replace("",""); + } + } + + public static void Open(GUIContent labelContent, MaterialProperty prop, Shader shader, float width) + { + if(lastWindow != null) + { + lastWindow.Close(); + lastWindow = null; + } + + CodingHelper window = CreateInstance(typeof(CodingHelper)) as CodingHelper; + window.ShowUtility(); + window.labelContent = labelContent; + window.prop = prop; + window.titleContent = new GUIContent("Coding Hints - " + labelContent.text); + window.isImage = (Selection.activeGameObject != null && Selection.activeGameObject.GetComponent() != null) || shader.name.Contains("UI"); + + Vector2 position = new Vector2(window.position.x, window.position.y); + if(Event.current != null) + { + position = GUIUtility.GUIToScreenPoint(Event.current.mousePosition); + position.x -= 500 + width; + position.y -= 300; + } + + window.position = new Rect(position.x, position.y, 500, 665); + + lastWindow = window; + } + } + +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/CodingHelper.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/CodingHelper.cs.meta new file mode 100644 index 00000000..fdd3da9e --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/CodingHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3174f819fec40ca4581bd178d4f57554 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ImageSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ImageSSUEditor.cs new file mode 100644 index 00000000..2a9fdef7 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ImageSSUEditor.cs @@ -0,0 +1,106 @@ +#if UNITY_EDITOR + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(ImageSSU))] + [CanEditMultipleObjects] + public class ImageSSUEditor : Editor + { + public override void OnInspectorGUI() + { + SerializedProperty updateChanges = serializedObject.FindProperty("updateChanges"); + EditorGUILayout.PropertyField(updateChanges); + GUI.enabled = false; + EditorGUILayout.PropertyField(serializedObject.FindProperty("runtimeMaterial")); + GUI.enabled = true; + + serializedObject.ApplyModifiedProperties(); + + GUIStyle labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + EditorGUILayout.Space(); + + EditorGUILayout.BeginVertical("Helpbox"); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Requires the UI_Graphic shader space.", labelStyle); + EditorGUILayout.LabelField("Sets the material's Rect Width and Rect Height.", labelStyle); + EditorGUILayout.LabelField("Will also instantiate the material at runtime.", labelStyle); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + + //Check: + ImageSSU image = (ImageSSU) target; + if(image.GetComponent() == null) + { + EditorGUILayout.Space(); + GUI.color = Color.red; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Requires a RectTransform.", labelStyle); + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + if (image.GetComponent() == null) + { + EditorGUILayout.Space(); + GUI.color = Color.red; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Requires an Image.", labelStyle); + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + else if(Application.isPlaying == false) + { + Material mat = image.GetComponent().material; + + if (mat.shader.name.StartsWith("Sprite Shaders Ultimate") == false) + { + EditorGUILayout.Space(); + GUI.color = Color.red; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Requires a Sprite Shaders Ultimate shader.", labelStyle); + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + else if (Mathf.RoundToInt(mat.GetFloat("_ShaderSpace")) != 5) + { + EditorGUILayout.Space(); + GUI.color = Color.red; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Requires UI_Graphic shader space.", labelStyle); + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + else + { + EditorGUILayout.Space(); + GUI.color = Color.green; + EditorGUILayout.BeginVertical("Helpbox"); + if (updateChanges.hasMultipleDifferentValues) + { + EditorGUILayout.LabelField("Rect Width and Rect Height will be updated on Awake() or Update().", labelStyle); + } + else if (updateChanges.boolValue) + { + EditorGUILayout.LabelField("Rect Width and Rect Height will be updated on Awake() and Update().", labelStyle); + EditorGUILayout.LabelField("Material is only updated if the RectTransform's Width or Height is changed.", labelStyle); + } + else + { + EditorGUILayout.LabelField("Rect Width and Rect Height will be updated on Awake().", labelStyle); + } + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + } + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ImageSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ImageSSUEditor.cs.meta new file mode 100644 index 00000000..0a473952 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ImageSSUEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cc5e6fae969b7d94ea2f7f8c2783ea68 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/MaterialInstancerSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/MaterialInstancerSSUEditor.cs new file mode 100644 index 00000000..c1ac95db --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/MaterialInstancerSSUEditor.cs @@ -0,0 +1,59 @@ +#if UNITY_EDITOR + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(MaterialInstancerSSU))] + [CanEditMultipleObjects] + public class MaterialInstancerSSUEditor : Editor + { + public override void OnInspectorGUI() + { + GUIStyle labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + GUI.enabled = false; + EditorGUILayout.PropertyField(serializedObject.FindProperty("runtimeMaterial")); + GUI.enabled = true; + + EditorGUILayout.Space(); + + EditorGUILayout.BeginVertical("Helpbox"); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Will instantiate materials at runtime.", labelStyle); + EditorGUILayout.LabelField("Fixes shaders requiring a unique material instance.", labelStyle); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + + //Check: + MaterialInstancerSSU materialInstancer = (MaterialInstancerSSU)target; + if(materialInstancer.GetComponent() == null && materialInstancer.GetComponent() == null) + { + + EditorGUILayout.Space(); + GUI.color = Color.red; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Requires a UI Graphic or Renderer with a material.", labelStyle); + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + else + { + EditorGUILayout.Space(); + GUI.color = Color.green; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Material will be instanced on Awake().", labelStyle); + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + } + + } +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/MaterialInstancerSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/MaterialInstancerSSUEditor.cs.meta new file mode 100644 index 00000000..8d410137 --- 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m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 344c00355f060794ea582079ebb0a81f, type: 3} + m_Name: Wiggle + m_EditorClassIdentifier: + shaderDescription: '- Wiggles the sprite horizontally.' + hints: [] + lines: + - _WiggleSpeed + spaceHint: _WiggleOffset + requiresFullRectMesh: 0 + requiresSpriteSheetFix: 0 + requiresInstancing: 0 + benchmarkValue: 200 + textureSamples: 0 + textureToggle: + textureToggleExtra: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset.meta new file mode 100644 index 00000000..54c8d38f --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 06ecbbe9bc6fa3d43a3cd1cc5fd24b93 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset new file mode 100644 index 00000000..b52f4742 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset @@ -0,0 +1,36 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 344c00355f060794ea582079ebb0a81f, type: 3} + m_Name: Wind + m_EditorClassIdentifier: + shaderDescription: '- Adds dynamic wind sway with optional interaction. + + - + Add the InteractiveWindSSU component for interaction. + + - Have one + WindManagerSSU component in your scene.' + hints: + - property: _WindFlip + text: '- Set to -1 to flip the effect upside-down.' + - property: _WindXPosition + text: '- Requires the WindParallaxSSU component.' + lines: + - _WindRotationWindFactor + spaceHint: + requiresFullRectMesh: 1 + requiresSpriteSheetFix: 1 + requiresInstancing: 1 + benchmarkValue: 1300 + textureSamples: 0 + textureToggle: + textureToggleExtra: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset.meta new file mode 100644 index 00000000..d1b10626 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0ddb53d3f93d51a4b89a5ed1a1e6b85b +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset new file mode 100644 index 00000000..14b5fb24 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset @@ -0,0 +1,26 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 344c00355f060794ea582079ebb0a81f, type: 3} + m_Name: World Tiling + m_EditorClassIdentifier: + shaderDescription: '- Tiles the sprite''s texture in world space.' + hints: [] + lines: [] + spaceHint: + requiresFullRectMesh: 0 + requiresSpriteSheetFix: 0 + requiresInstancing: 0 + requiresTiling: 1 + benchmarkValue: 250 + textureSamples: 0 + textureToggle: + textureToggleExtra: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta new file mode 100644 index 00000000..6c331dca --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c2bcee14c1f547d438fc756a793cbc4d +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs new file mode 100644 index 00000000..84f16024 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs @@ -0,0 +1,2093 @@ +#if UNITY_EDITOR + +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.UI; + +namespace SpriteShadersUltimate +{ + public class SSUShaderGUI : ShaderGUI + { + //Toggles: + static bool showMasking = false; + static bool showNoise = false; + static bool showTime = false; + + //GUI Resources: + GUIStyle labelStyle; + GUIStyle labelCenterStyle; + GUIStyle buttonStyle; + static Color warnColor = new Color(1, 0.7f, 0.65f, 0.7f); + static Color lightWarnColor = new Color(1f, 0.8f, 0.65f, 0.7f); + static Color hintColor = new Color(1, 1, 1, 0.7f); + Shader shader; + Material defaultMaterial; + GameObject gameObject; + Dictionary allHints; + ShaderHintSSU currentHint; + + //Internal: + HashSet enabledShaders; + HashSet toggleProperties; + HashSet hidingProperties; + HashSet enableProperties; + HashSet alwaysHiddenProperties; + HashSet linesAboveProperties; + List shaderList; + Dictionary shaderDictionary; + Shader lastShader; + bool newCategory; //Used to avoid drawing lines at the beginning of a new category. + bool isDisabled; //Skip shaders. + bool isHidden; //Used to skip hidden properties. + bool skipGUI; //Skip GUI refresh after changing the shader. + float shaderSpace; //Used to skip hidden properties. + string spaceName; //Used to skip hidden properties. + float shaderFading; //Used to skip hidden properties. + int currentBoxColor; //Shader Rainbow Color + int shaderAmount; //Counter + int enabledAmount; //Counter + int textureAmount; //Samples + float performanceBenchmark; + float lastTitleHeight; //For Category Lines + Sprite lastSSF; //Sprite for last SSF. + static int bakeStackAmount = 1; + + //Status: + static Material[] materials; + bool wasWarned; + bool requiresFullRectMesh, requiresSpriteSheetFix, requiresInstancing, requiresTiling; + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + Initialize(materialEditor, properties); + DrawStatus(materialEditor); + + if(skipGUI) + { + skipGUI = false; + return; + } + + //Properties: + enabledShaders = new HashSet(); + isDisabled = false; + isHidden = false; + EditorGUILayout.BeginVertical(); + for (int n = 0; n < properties.Length; n++) + { + newCategory = false; + MaterialProperty prop = properties[n]; + + //Always Skipped: + if(alwaysHiddenProperties.Contains(prop.name)) + { + continue; + } + + //Space Skipped: + if (prop.name == "_PixelsPerUnit" && !(shaderSpace < 0.5f || (shaderSpace > 4.5f && shaderSpace < 5.5f))) continue; + if (prop.name == "_ScreenWidthUnits" && !(shaderSpace > 5.5f)) continue; + if ((prop.name == "_RectHeight" || prop.name == "_RectWidth") && !(shaderSpace > 4.5f && shaderSpace < 5.5f)) continue; + + //Fading Skipped: + if (prop.name == "_FadingFade" && shaderFading < 0.5f) continue; + if (prop.name == "_FadingMask" && Mathf.RoundToInt(shaderFading) != 2) continue; + if ((prop.name == "_FadingPosition" || prop.name == "_FadingNoiseFactor") && Mathf.RoundToInt(shaderFading) != 4) continue; + if ((prop.name == "_FadingWidth" || prop.name == "_FadingNoiseScale") && Mathf.RoundToInt(shaderFading) != 4 && Mathf.RoundToInt(shaderFading) != 3) continue; + + //Basic: + if (prop.name == "_MetallicMap" && materials[0].GetFloat("_MetallicMapToggle") < 0.5f) continue; + + bool isKeyword = toggleProperties.Contains(prop.name); + + //Enable: + if (enableProperties.Contains(prop.name)) + { + isDisabled = DrawShaderToggle(materialEditor, prop); + isHidden = false; + + continue; //Dont display shader toggle twice. + } + else + { + if (isDisabled) + { + continue; //Skip disabled properties. + } + } + + string displayName = prop.displayName; + + //Categories: + if (prop.name == "_MainTex") + { + DrawShaderCategory("Main"); + displayName = "Sprite Texture"; + } + else if (prop.name == "_ShaderSpace") + { + DrawShaderCategory("Space"); + shaderSpace = prop.floatValue; + + switch (Mathf.RoundToInt(shaderSpace)) + { + case (0): + spaceName = "UV"; + break; + case (1): + spaceName = "UV Raw"; + break; + case (2): + spaceName = "Object"; + requiresInstancing = true; + break; + case (3): + spaceName = "Scaled Object"; + requiresInstancing = true; + break; + case (4): + spaceName = "World"; + break; + case (5): + spaceName = "UI Rect"; + break; + case (6): + spaceName = "Screen"; + break; + } + + } + else if (prop.name == "_ToggleUnscaledTime") + { + DrawShaderCategory("Time", ref showTime); + } + else if (prop.name == "_ShaderFading") + { + //Space Hints: + switch (Mathf.RoundToInt(shaderSpace)) + { + case (0): + DisplayHint("- Uses the UV position with size adjustment."); + break; + case (1): + DisplayHint("- Uses the raw UV position."); + break; + case (2): + DisplayHint("- Uses the local position of the object."); + break; + case (3): + DisplayHint("- Uses the local position with scale adjustment."); + break; + case (4): + DisplayHint("- Uses the world position (good for scene effects)."); + break; + case (5): + DisplayHint("- Use this for UI images."); + DisplayHint("- The ImageSSU component auto-updates rect size."); + + //Add component: + if (gameObject != null && gameObject.GetComponent() != null && gameObject.GetComponent() != null && gameObject.GetComponent() == null) + { + EditorGUILayout.Space(); + GUI.color = new Color(0.8f, 1f, 0.8f); + if (GUILayout.Button("Add Helper Component")) + { + if (gameObject.GetComponent() != null) + { + MonoBehaviour.DestroyImmediate(gameObject.GetComponent()); + } + gameObject.AddComponent(); + } + GUI.color = Color.white; + } + break; + case (6): + DisplayHint("- Use this for non-moving UI Images or fullscreen effects.."); + break; + } + + DrawShaderCategory("Fading"); + shaderFading = prop.floatValue; + } + else if (prop.name == "_UberNoiseTexture") + { + DrawShaderCategory("Noise", ref showNoise); + } + else if (prop.name == "_VertexTintFirst") + { + DrawShaderCategory("Settings"); + } + else if (prop.name == "_IsText") + { + DrawShaderCategory("GUI Settings"); + } + else if (prop.name == "_StencilComp") + { + DrawShaderCategory("UI Masking", ref showMasking); + } + + if (isKeyword && !newCategory && prop.name != "PixelSnap" && prop.name != "_UseUIAlphaClip" && prop.name != "_MetallicMapToggle") + { + //Space: + if (prop.name == "_TogglePixelArt" && shaderSpace > 1.1f) + { + continue; + } + + //GUI: + if (prop.name == "_IsTextMeshPro" && materials[0].GetFloat("_IsText") < 0.5f) + { + isHidden = true; + continue; + } + + //Time: + if(showTime == false) + { + if(prop.name == "_ToggleCustomTime" || prop.name == "_ToggleTimeSpeed" || prop.name == "_ToggleTimeFPS" || prop.name == "_ToggleTimeFrequency") + { + continue; + } + } + + //Lines: + Lines(); + + //Hiding: + if (hidingProperties.Contains(prop.name)) + { + isHidden = prop.floatValue < 0.5f; + } + } + else if (isHidden) + { + if (prop.name == "_EnchantedLowColor" || prop.name == "_EnchantedHighColor" || prop.name == "_ShiftingColorA" || prop.name == "_ShiftingColorB") + { + //No Skipping + } + else + { + continue; //Skip hidden properties. + } + } + else + { + if (prop.name == "_EnchantedLowColor" || prop.name == "_EnchantedHighColor" || prop.name == "_ShiftingColorA" || prop.name == "_ShiftingColorB") + { + continue; //Skipping if not Hidden + } + } + + //Lines Above: + if (linesAboveProperties.Contains(prop.name)) + { + Lines(); + } + + //Name: + string[] splitName = displayName.Split(':'); + if (splitName.Length > 1) + { + displayName = splitName[1]; + if (displayName[0] == ' ') + { + displayName = displayName.Substring(1); + } + } + GUIContent displayContent = new GUIContent(displayName, isKeyword ? "" : prop.name + " (C#)"); + + //Display: + EditorGUILayout.BeginHorizontal(); + if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture) + { + prop.textureValue = (Texture)EditorGUILayout.ObjectField(displayContent, prop.textureValue, typeof(Texture), false, GUILayout.Height(50)); + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector) + { + if(prop.name == "_SpriteSheetRect") + { + prop.vectorValue = EditorGUI.Vector4Field(PropertyLabel(displayContent), GUIContent.none, prop.vectorValue); + } + else + { + prop.vectorValue = EditorGUI.Vector2Field(PropertyLabel(displayContent), GUIContent.none, prop.vectorValue); + } + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Range) + { + bool isSlider = true; + if (prop.name == "_FadingFade" && Mathf.RoundToInt(shaderFading) == 4) + { + isSlider = false; + } + + if (isSlider) + { + prop.floatValue = EditorGUI.Slider(GetPropertySize(prop, isKeyword), displayContent, prop.floatValue, prop.rangeLimits.x, prop.rangeLimits.y); + } + else + { + prop.floatValue = EditorGUI.FloatField(GetPropertySize(prop, isKeyword), displayContent, prop.floatValue); + } + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Color) + { + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = prop.hasMixedValue; + + bool showEyedropper = false; + bool showAlpha = false; + bool showContrast = false; + if (prop.name.StartsWith("_Recolor")) + { + showAlpha = true; + showContrast = true; + } + if (prop.name == "_ColorReplaceFromColor") + { + showEyedropper = true; + } + + Color color = EditorGUILayout.ColorField(displayContent, prop.colorValue, showEyedropper, showAlpha, true); + + if (showContrast) + { + Rect lastRect = GUILayoutUtility.GetLastRect(); + lastRect.y -= 1; + GUI.color = new Color(1, 1, 1, 0.5f); + GUI.Label(lastRect, "" + displayContent.text + " | " + Mathf.RoundToInt(prop.colorValue.a * 200) + "% Contrast", labelStyle); + GUI.color = Color.white; + } + + EditorGUI.showMixedValue = false; + if (EditorGUI.EndChangeCheck()) + { + prop.colorValue = color; + } + } + else + { + materialEditor.ShaderProperty(GetPropertySize(prop, isKeyword), prop, displayContent); + } + + if (!isKeyword) + { + ResetButton(prop); + HelpButton(prop, displayContent); + } + + EditorGUILayout.EndHorizontal(); + + //Hints: + if (prop.name == "_ToggleUnscaledTime" && prop.floatValue > 0.5f) + { + DisplayHint("- Requires one active UnscaledTimeSSU component in your scene."); + } + if (prop.name == "_TimeFPS") + { + DisplayHint("- Limits shader animations to " + Mathf.RoundToInt(prop.floatValue) + " frames per second."); + } + if (prop.name == "_TimeRange") + { + DisplayHint("- Time flows back and forth."); + } + if(prop.name == "_VertexTintFirst" && prop.floatValue > 0.5f) + { + DisplayHint("- Applies the vertex tint before the applying shaders."); + } + if (prop.name == "_TilingFix" && prop.floatValue > 0.5f) + { + DisplayHint("- Fixes issues with tiling shaders."); + DisplayHint("- This is only required on sprite sheets."); + } + if (prop.name == "_PixelPerfectSpace" && prop.floatValue > 0.5f) + { + DisplayHint("- Snaps the shader space to the sprite's pixels."); + DisplayHint("- Only works with UV shader space."); + DisplayHint("- Does not work well with Smooth Pixel Art, use one or the other."); + } + if (prop.name == "_PixelPerfectUV" && prop.floatValue > 0.5f) + { + DisplayHint("- Snaps the UV manipulation to the sprite's pixels."); + DisplayHint("- This works best with Point No Filter and Pixel Snap."); + DisplayHint("- Does not work well with Smooth Pixel Art, use one or the other."); + } + if (prop.name == "_BakedMaterial" && prop.floatValue > 0.5f) + { + DisplayHint("- Enabled while baking shaders to textures."); + DisplayHint("- You can ignore this."); + } + if (prop.name == "_ForceAlpha" && prop.floatValue > 0.5f) + { + DisplayHint("- Forces the alpha to always be 100%."); + DisplayHint("- You can ignore this."); + } + if(prop.name == "_WindLocalWind" && prop.floatValue < 0.5f) + { + DisplayHint("- Uses and requires WindManagerSSU for global wind."); + } + if (prop.name == "_WindMaxIntensity") + { + DisplayHint("- Uses local wind settings."); + } + if (prop.name == "_WindHighQualityNoise" && prop.floatValue > 0.5f) + { + DisplayHint("- Generates less repetitive noise, but costs more performance."); + } + if (prop.name == "_SpriteSheetRect") + { + DisplayHint("- Requires the SpriteSheetSSU component."); + DisplayHint("- Fixes sprite sheet issues for shaders like the Wind shader."); + + Sprite targetSprite = null; + EditorGUILayout.BeginHorizontal(); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.PrefixLabel("- Manual Rect Calculation"); + targetSprite = (Sprite) EditorGUILayout.ObjectField(targetSprite, typeof(Sprite), true); + if (targetSprite != null) + { + foreach(Material mat in materials) + { + mat.SetVector("_SpriteSheetRect", SpriteSheetSSU.GetSheetVector(targetSprite)); + } + } + EditorGUILayout.EndHorizontal(); + GUI.color = Color.white; + + //Apply to Sprite Renderer: + if (Selection.activeGameObject != null) + { + SpriteRenderer spriteRenderer = Selection.activeGameObject.GetComponent(); + if(spriteRenderer != null && spriteRenderer.sharedMaterial == materials[0]) + { + if(spriteRenderer.HasPropertyBlock() && spriteRenderer.sprite != null && spriteRenderer.sprite != lastSSF) + { + lastSSF = spriteRenderer.sprite; + MaterialPropertyBlock mpb = new MaterialPropertyBlock(); + spriteRenderer.GetPropertyBlock(mpb); + mpb.SetVector("_SpriteSheetRect", SpriteSheetSSU.GetSheetVector(lastSSF)); + spriteRenderer.SetPropertyBlock(mpb); + } + } + } + } + if (prop.name == "_WiggleFixedGroundToggle" && prop.floatValue > 0.5f) + { + DisplayHint("- Prevents the sprite from sliding on the ground."); + } + if(prop.name == "_TMPSmoothness") + { + DisplayHint("- Many distortion shaders will not work."); + DisplayHint("- Bold markups will not work."); + } + + //Other: + if (currentHint != null) + { + if(currentHint.hints != null) + { + for(int s = 0; s < currentHint.hints.Count; s++) + { + HintText suffix = currentHint.hints[s]; + if(suffix.property == prop.name) + { + DisplayHint(suffix.text); + break; + } + } + } + if(currentHint.spaceHint != null && currentHint.spaceHint == prop.name) + { + DisplaySpaceHint(); + } + if (currentHint.lines != null) + { + for (int l = 0; l < currentHint.lines.Count; l++) + { + string line = currentHint.lines[l]; + if (line == prop.name) + { + Lines(); + } + } + } + } + } + + EditorGUILayout.EndVertical(); + + //Final Category Close: + ShaderTitle("Close"); + + //Additional: + AdditionalMaterialProperties(materialEditor); + } + + void Initialize(MaterialEditor materialEditor, MaterialProperty[] properties) + { + gameObject = Selection.activeGameObject; + + if(allHints == null) + { + allHints = new Dictionary(); + } + + if(enabledShaders == null) + { + enabledShaders = new HashSet(); + } + + if(shaderList == null || shaderList.Count == 0) + { + shaderList = new List(); + shaderList.Add("Sprite Shaders Ultimate/Standard SSU"); + shaderList.Add("Sprite Shaders Ultimate/Additive SSU"); + shaderList.Add("Sprite Shaders Ultimate/GUI SSU"); + shaderList.Add("Sprite Shaders Ultimate/Additive GUI SSU"); + shaderList.Add("Sprite Shaders Ultimate/2D Lit URP SSU"); + shaderList.Add("Sprite Shaders Ultimate/3D Lit URP SSU"); + shaderList.Add("Sprite Shaders Ultimate/3D Lit BuiltIn SSU"); + shaderList.Add("Sprite Shaders Ultimate/Multiplicative SSU"); + shaderList.Add("Sprite Shaders Ultimate/3D Lit Cutout URP SSU"); + shaderList.Add("Sprite Shaders Ultimate/3D Lit Cutout BuiltIn SSU"); + + shaderDictionary = new Dictionary(); + for(int n = 0; n < shaderList.Count; n++) + { + shaderDictionary.Add(shaderList[n], n); + } + } + + labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + labelCenterStyle = new GUIStyle(labelStyle); + labelCenterStyle.alignment = TextAnchor.MiddleCenter; + + buttonStyle = new GUIStyle(GUI.skin.button); + buttonStyle.richText = true; + buttonStyle.alignment = TextAnchor.MiddleCenter; + + shader = ((Material) materialEditor.target).shader; + if (defaultMaterial == null || defaultMaterial.shader != shader) + { + defaultMaterial = new Material(shader); + } + + if (lastShader != shader) + { + lastShader = shader; + + toggleProperties = new HashSet(); + foreach (MaterialProperty prop in properties) + { + if (IsKeyword(prop)) + { + toggleProperties.Add(prop.name); + } + } + + hidingProperties = new HashSet(); + foreach (MaterialProperty prop in properties) + { + if (prop.name.StartsWith("_Toggle") || prop.name.EndsWith("Toggle") || prop.name == "_IsTextMeshPro" || prop.name == "_WindLocalWind" || prop.name == "_WindIsParallax" || prop.name == "_SpriteSheetFix") + { + hidingProperties.Add(prop.name); + } + } + + enableProperties = new HashSet(); + foreach (MaterialProperty prop in properties) + { + if (prop.name.StartsWith("_Enable")) + { + enableProperties.Add(prop.name); + } + } + + alwaysHiddenProperties = new HashSet(); + alwaysHiddenProperties.Add("_AlphaTex"); + alwaysHiddenProperties.Add("_texcoord"); + alwaysHiddenProperties.Add("_EmissionColor"); + alwaysHiddenProperties.Add("_AlphaCutoff"); + alwaysHiddenProperties.Add("_UIVertexColorAlwaysGammaSpace"); + + linesAboveProperties = new HashSet(); + linesAboveProperties.Add("_MaskMap"); + linesAboveProperties.Add("_Smoothness"); + linesAboveProperties.Add("_NormalMap"); + linesAboveProperties.Add("_ShadowClip"); + linesAboveProperties.Add("_AlphaClip"); + } + + materials = new Material[materialEditor.targets.Length]; + for(int m = 0; m < materials.Length; m++) + { + materials[m] = (Material) materialEditor.targets[m]; + } + } + + void DrawStatus(MaterialEditor materialEditor) + { + //Top: + GUI.color = Color.white; + EditorGUILayout.BeginVertical("Helpbox"); + + //Shaders Toolbar: + int selected = -1; + if(shaderDictionary.ContainsKey(shader.name)) + { + selected = shaderDictionary[shader.name]; + } + int newSelection = GUILayout.Toolbar(selected, new string[] { "Standard", "Additive", "GUI", "Additive GUI" }); + int secondSelection = GUILayout.Toolbar(selected - 4, new string[] { "2D Lit URP", "3D Lit URP", "3D Lit Built-In", "Multiplicative" }); + int thirdSelection = GUILayout.Toolbar(selected - 8, new string[] { "3D Lit Cutout URP", "3D Lit Cutout Built-In"}); + if (secondSelection > -1 && secondSelection != selected - 4) + { + newSelection = secondSelection + 4; + } + if (thirdSelection > -1 && thirdSelection != selected - 8) + { + newSelection = thirdSelection + 8; + } + + if (newSelection != selected) + { + Undo.RecordObjects(materials, "Changed SSU Shader"); + skipGUI = true; + + foreach(Material mat in materials) + { + mat.shader = Shader.Find(shaderList[newSelection]); + } + } + + EditorGUILayout.Space(); + + //Status: + GUI.color = new Color(0.7f, 1f, 0.7f, EditorGUIUtility.isProSkin ? 1f : 0.7f); + EditorGUILayout.BeginVertical(GUI.skin.box); + GUI.color = hintColor; + EditorGUILayout.LabelField("- Enabled " + enabledAmount + " out of " + shaderAmount + " shaders.", labelStyle); + + //Fading: + switch(Mathf.RoundToInt(shaderFading)) + { + case (0): + //No Cost + break; + case (1): + performanceBenchmark += 400; + break; + case (2): + performanceBenchmark += 600; + textureAmount++; + break; + case (3): + performanceBenchmark += 950; + textureAmount++; + break; + case (4): + performanceBenchmark += 1150; + textureAmount++; + break; + } + + //Performance: + /*if(performanceBenchmark <= 1) + { + EditorGUILayout.LabelField("- GPU Performance: " + "" + Mathf.RoundToInt(performanceBenchmark * 0.1f) + " (same as unity's built-in shader)", labelStyle); + } + else + { + EditorGUILayout.LabelField("- GPU Performance: " + "" + Mathf.RoundToInt(performanceBenchmark * 0.1f) + "", labelStyle); + } + + if (textureAmount == 1) + { + EditorGUILayout.LabelField("- Texture Samples: " + textureAmount + " (the sprite texture)", labelStyle); + } + else + { + EditorGUILayout.LabelField("- Texture Samples: " + textureAmount + "", labelStyle); + }*/ + EditorGUILayout.EndVertical(); + + wasWarned = false; + + //Color Space: + if (PlayerSettings.colorSpace != ColorSpace.Linear) + { + StartWarning(true); + EditorGUILayout.LabelField("- The default shader variables are adjusted for Linear color space.", labelStyle); + EditorGUILayout.LabelField("- Switch to Linear for higher quality and better default settings.", labelStyle); + + if (GUILayout.Button("Switch to Linear (recommended)", buttonStyle)) + { + Undo.RecordObjects(materials, "Enabled Linear Color Space"); + + PlayerSettings.colorSpace = ColorSpace.Linear; + } + EditorGUILayout.EndVertical(); + } + + //Conflict Warnings: + if (enabledShaders.Contains("World Tiling") && enabledShaders.Contains("Screen Tiling")) + { + StartWarning(); + EditorGUILayout.LabelField("- World and Screen Tiling aren't compatible.", labelStyle); + EditorGUILayout.EndVertical(); + } + if (enabledShaders.Contains("Smooth Pixel Art") && enabledShaders.Contains("Gaussian Blur")) + { + StartWarning(); + EditorGUILayout.LabelField("- Smooth Pixel Art and Gaussian Blur aren't compatible.", labelStyle); + EditorGUILayout.EndVertical(); + } + + //Texture Warnings: + Texture activeTexture = GetTexture(materialEditor); + Sprite activeSprite = GetSprite(); + TextureImporter textureImporter = GetTextureImporter(activeTexture); + if (textureImporter != null) + { + TextureImporterSettings textureSettings = new TextureImporterSettings(); + textureImporter.ReadTextureSettings(textureSettings); + + if (textureImporter != null) + { + //Tiling and Sheet Conflict: + if(requiresTiling && textureImporter.spriteImportMode == SpriteImportMode.Multiple && materials[0].GetFloat("_TilingFix") < 0.5f) + { + StartWarning(); + EditorGUILayout.LabelField("- Tiling shaders cause problems with sprite sheets.", labelStyle); + EditorGUILayout.LabelField("- Please enable Tiling Fix to fix these problems.", labelStyle); + EditorGUILayout.LabelField("- Also make sure Sprite Sheet Fix is enabled.", labelStyle); + if (GUILayout.Button("Enable Tiling Fix", buttonStyle)) + { + Undo.RecordObjects(materials, "Enabled Tiling Fix Option"); + + foreach (Material mat in materials) + { + mat.EnableKeyword("_TILINGFIX_ON"); + mat.SetFloat("_TilingFix", 1f); + } + } + EditorGUILayout.EndVertical(); + } + + //Full Rect Mesh: + if (requiresFullRectMesh && textureSettings.spriteMeshType != SpriteMeshType.FullRect) + { + StartWarning(); + EditorGUILayout.LabelField("- Set Mesh Type to Full Rect to avoid pixel clipping.", labelStyle); + + if (GUILayout.Button("Set Mesh Type to Full Rect", buttonStyle)) + { + textureSettings.spriteMeshType = SpriteMeshType.FullRect; + + Undo.RecordObject(textureImporter, "Changed Mesh Type"); + + textureImporter.SetTextureSettings(textureSettings); + textureImporter.SaveAndReimport(); + } + EditorGUILayout.EndVertical(); + } + + //Tiling Fix: + if (requiresTiling && textureSettings.wrapMode == TextureWrapMode.Clamp) + { + StartWarning(); + EditorGUILayout.LabelField("- Some shaders require Wrap Mode set to Repeat.", labelStyle); + EditorGUILayout.LabelField("- Tiling won't work properly without this setting.", labelStyle); + + if (GUILayout.Button("Set Wrap Mode to Repeat", buttonStyle)) + { + textureSettings.wrapMode = TextureWrapMode.Repeat; + + Undo.RecordObject(textureImporter, "Changed Wrap Mode"); + + textureImporter.SetTextureSettings(textureSettings); + textureImporter.SaveAndReimport(); + } + EditorGUILayout.EndVertical(); + } + + //Sprite Sheet Fix: + if (enabledShaders.Contains("Wiggle") && materials[0].GetFloat("_WiggleFixedGroundToggle") > 0.5f) + { + requiresSpriteSheetFix = true; + } + if((requiresSpriteSheetFix || requiresTiling) && textureImporter.spriteImportMode == SpriteImportMode.Multiple && materials[0].GetFloat("_SpriteSheetFix") < 0.5f && activeSprite != null) + { + StartWarning(); + EditorGUILayout.LabelField("- Some shaders require the Sprite Sheet Fix option.", labelStyle); + if (GUILayout.Button("Enable Sprite Sheet Fix", buttonStyle)) + { + Undo.RecordObjects(materials, "Enabled Sprite Sheet Fix Option"); + + foreach (Material mat in materials) + { + mat.EnableKeyword("_SPRITESHEETFIX_ON"); + mat.SetFloat("_SpriteSheetFix", 1f); + + mat.SetVector("_SpriteSheetRect", SpriteSheetSSU.GetSheetVector(activeSprite)); + } + } + EditorGUILayout.EndVertical(); + } + + //Sprite Sheet Component: + if (materials[0].GetFloat("_SpriteSheetFix") > 0.5f && Selection.activeGameObject != null && Selection.activeGameObject.GetComponent() == false) + { + StartWarning(); + EditorGUILayout.LabelField("- You might need the SpriteSheetSSU component.", labelStyle); + EditorGUILayout.LabelField("- It updates the Rect variable depending on the Sprite.", labelStyle); + + if (GUILayout.Button("Add SpriteSheetSSU", buttonStyle)) + { + Undo.AddComponent(Selection.activeGameObject, typeof(SpriteSheetSSU)); + } + + Material mat = materials[0]; + if(activeSprite != null) + { + mat.SetVector("_SpriteSheetRect", SpriteSheetSSU.GetSheetVector(activeSprite)); + } + + EditorGUILayout.EndVertical(); + } + + //Instance Required: + if (requiresInstancing && Selection.activeGameObject != null && Selection.activeGameObject.GetComponent() == null) + { + StartWarning(); + if (Mathf.RoundToInt(shaderSpace) == 2 || Mathf.RoundToInt(shaderSpace) == 3) + { + EditorGUILayout.LabelField("- Object space requires unique material instances.", labelStyle); + } + else + { + EditorGUILayout.LabelField("- Some shaders require unique material instances.", labelStyle); + } + EditorGUILayout.LabelField("- Instantiate the material at runtime to fix this.", labelStyle); + + if (Selection.activeGameObject.GetComponent() != null) + { + EditorGUILayout.LabelField("- Modifying the material at runtime will instantiate it.", labelStyle); + } + + bool multiple = false; + if (enabledShaders.Contains("Wind")) + { + multiple = true; + if (GUILayout.Button("Add InteractiveWindSSU", buttonStyle)) + { + Undo.AddComponent(Selection.activeGameObject, typeof(InteractiveWindSSU)); + } + } + if (GUILayout.Button("Add MaterialInstancerSSU", buttonStyle)) + { + Undo.AddComponent(Selection.activeGameObject, typeof(MaterialInstancerSSU)); + } + + if (multiple) + { + EditorGUILayout.LabelField("- You only need one of these components.", labelStyle); + } + + EditorGUILayout.EndVertical(); + } + + //Bilinear: + if (enabledShaders.Contains("Smooth Pixel Art") && textureSettings.filterMode == FilterMode.Point) + { + StartWarning(); + EditorGUILayout.LabelField("- Smooth Pixel Art requires Bilinear filtering.", labelStyle); + + if (GUILayout.Button("Set Filter Mode to Bilinear", buttonStyle)) + { + textureSettings.filterMode = FilterMode.Bilinear; + + Undo.RecordObject(textureImporter, "Changed Filter Mode"); + + textureImporter.SetTextureSettings(textureSettings); + textureImporter.SaveAndReimport(); + } + + EditorGUILayout.EndVertical(); + } + + if(enabledShaders.Contains("Pixelate")) + { + if (textureSettings.mipmapEnabled) + { + StartWarning(); + EditorGUILayout.LabelField("- Pixelate does not work with mip maps.", labelStyle); + + if (GUILayout.Button("Disable Mip Maps", buttonStyle)) + { + textureSettings.mipmapEnabled = false; + + Undo.RecordObject(textureImporter, "Disabled Mip Maps"); + + textureImporter.SetTextureSettings(textureSettings); + textureImporter.SaveAndReimport(); + } + + EditorGUILayout.EndVertical(); + } + } + } + } + + //WindParallaxSSU Required: + if(enabledShaders.Contains("Wind") && materials[0].GetFloat("_WindIsParallax") > 0.5f && Selection.activeGameObject != null && Selection.activeGameObject.GetComponent() == null) + { + StartWarning(); + EditorGUILayout.LabelField("- Is Parallax requires the WindParallaxSSU component.", labelStyle); + EditorGUILayout.LabelField("- This will fix any issues with moving the sprite.", labelStyle); + + if (GUILayout.Button("Add WindParallaxSSU", buttonStyle)) + { + Undo.AddComponent(Selection.activeGameObject, typeof(WindParallaxSSU)); + } + + EditorGUILayout.EndVertical(); + } + + if(!wasWarned) + { + GUI.color = new Color(0.7f, 1, 1f, EditorGUIUtility.isProSkin ? 1f : 0.7f); + EditorGUILayout.BeginVertical(GUI.skin.box); + GUI.color = hintColor; + EditorGUILayout.LabelField("- No issues were detected.", labelStyle); + EditorGUILayout.LabelField("- Detected issues will be displayed here.", labelStyle); + EditorGUILayout.EndVertical(); + } + + //Reset Requirements: + requiresSpriteSheetFix = requiresFullRectMesh = requiresInstancing = requiresTiling = false; + + //Support Box: + GUI.color = new Color(0.7f, 0.77f, 1f, EditorGUIUtility.isProSkin ? 1f : 0.7f); + EditorGUILayout.BeginVertical(GUI.skin.box); + GUI.color = Color.white; + DisplaySupportInformation(); + EditorGUILayout.EndVertical(); + + //Export Sprite Feature: + GUI.color = new Color(0.9f, 0.7f, 1f, EditorGUIUtility.isProSkin ? 1f : 0.7f); + EditorGUILayout.BeginVertical(GUI.skin.box); + GUI.color = new Color(0.95f, 0.85f, 1, 1f); + if (GUILayout.Button("Bake Shader to Texture and Export", buttonStyle)) + { + ExportSprite(materialEditor, bakeStackAmount); + } + bakeStackAmount = Mathf.Clamp(EditorGUILayout.IntField("Stack Amount", bakeStackAmount), 1, 20); + GUI.color = hintColor; + EditorGUILayout.LabelField("- Use a stack amount of 10 for smooth gaussian blur.", labelStyle); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + + EditorGUILayout.EndVertical(); + } + + void StartWarning(bool isLight = false) + { + wasWarned = true; + GUI.color = isLight ? lightWarnColor : warnColor; + EditorGUILayout.BeginVertical(GUI.skin.box); + } + + void AdditionalMaterialProperties(MaterialEditor materialEditor) + { + if (UnityEngine.Rendering.SupportedRenderingFeatures.active.editableMaterialRenderQueue) + { + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + materialEditor.RenderQueueField(); + } + } + + void DrawShaderCategory(string title) + { + newCategory = true; + isHidden = false; + + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + EditorGUILayout.BeginVertical("Helpbox"); + + GUI.color = new Color(1, 1, 1, 0.9f); + GUILayout.Label("" + title + "", labelStyle); + Lines(); + } + void DrawShaderCategory(string title, ref bool toggleVariable) + { + newCategory = true; + isHidden = false; + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + EditorGUILayout.BeginVertical("Helpbox"); + + GUI.color = new Color(1, 1, 1, 0.9f); + GUILayout.Label("" + title + "", labelStyle); + + //Toggle: + Rect buttonRect = GUILayoutUtility.GetLastRect(); + buttonRect.x += buttonRect.width - 20; + buttonRect.width = 20; + + if(GUI.Button(buttonRect, !toggleVariable ? "▶" : "▼", buttonStyle)) + { + toggleVariable = !toggleVariable; + } + + if(toggleVariable) + { + Lines(); + } + else + { + isHidden = true; + } + } + + void DisplayHint(string text) + { + GUI.color = hintColor; + EditorGUILayout.LabelField(text, labelStyle); + GUI.color = Color.white; + } + void DisplaySpaceHint() + { + GUI.color = hintColor; + EditorGUILayout.LabelField("- Uses " + spaceName + " Space as configured above.", labelStyle); + GUI.color = Color.white; + } + + bool DrawShaderToggle(MaterialEditor materialEditor, MaterialProperty prop) + { + newCategory = true; + isHidden = false; + EditorGUILayout.EndVertical(); + + switch (prop.name) + { + case ("_EnableStrongTint"): + ShaderTitle("Color"); + break; + case ("_EnableHologram"): + ShaderTitle("Effect"); + break; + case ("_EnableFullAlphaDissolve"): + ShaderTitle("Fading"); + break; + case ("_EnablePixelate"): + ShaderTitle("Transformation"); + break; + case ("_EnableWind"): + ShaderTitle("Interactive"); + break; + case ("_EnableCheckerboard"): + ShaderTitle("Other"); + break; + } + + shaderAmount++; + + bool isEnabled = prop.floatValue > 0.5f; + bool isCollapsed = prop.floatValue == 1.1f; + + //Box: + Color color = Color.HSVToRGB((currentBoxColor * 0.05f) % 1, isEnabled ? 0.7f : 0.2f + (EditorGUIUtility.isProSkin ? 0.4f : 0), EditorGUIUtility.isProSkin ? (isEnabled ? 1.8f : 1f) : 1); + color.a = isEnabled ? 1f : 0.7f; + GUI.color = color; + currentBoxColor++; + EditorGUILayout.BeginVertical("Helpbox"); + + string shaderName = prop.displayName.Replace("Enable ", ""); + EditorGUILayout.BeginHorizontal(); + + GUI.color = new Color(1, 1, 1, 0.5f); + GUILayout.Label(shaderAmount + ".", GUILayout.Width(24f)); + GUI.color = new Color(1, 1, 1, isEnabled ? 0.9f : 0.7f); + GUILayout.Label("" + shaderName + "", labelStyle); + + //Track: + if (isEnabled) + { + enabledShaders.Add(shaderName); + } + + Rect toggleRect = GUILayoutUtility.GetLastRect(); + + //Enabled: + currentHint = null; + if (isEnabled) + { + enabledAmount++; + + string resourcePath = "SSU/Hints/" + shaderName; + if (allHints.ContainsKey(resourcePath)) + { + currentHint = allHints[resourcePath]; + } + else + { + currentHint = Resources.Load(resourcePath); + + if (currentHint != null) + { + allHints.Add(resourcePath, currentHint); + } + } + + DrawShadow("" + shaderName + ""); + } + + toggleRect.x += toggleRect.width -= 37; + toggleRect.width = 37; + + materialEditor.ShaderProperty(toggleRect, prop, GUIContent.none); + + if (isEnabled) + { + Rect lastRect = GUILayoutUtility.GetLastRect(); + lastRect.x += lastRect.width - 20; + lastRect.width = 20; + + if (GUI.Button(lastRect, isCollapsed ? "▶" : "▼", buttonStyle)) + { + isCollapsed = !isCollapsed; + + if (isCollapsed) + { + prop.floatValue = 1.1f; + } + else + { + prop.floatValue = 1f; + } + } + + if (currentHint != null) + { + if (currentHint.requiresFullRectMesh) + { + requiresFullRectMesh = true; + } + if (currentHint.requiresSpriteSheetFix) + { + requiresSpriteSheetFix = true; + } + if (currentHint.requiresTiling) + { + requiresTiling = true; + } + if (currentHint.requiresInstancing) + { + requiresInstancing = true; + } + if (currentHint.benchmarkValue > 0) + { + performanceBenchmark += currentHint.benchmarkValue; + } + if (currentHint.textureSamples > 0) + { + textureAmount += currentHint.textureSamples; + } + if (currentHint.textureToggle != "" && currentHint.textureToggle != null && materials[0].GetFloat(currentHint.textureToggle) > 0.5f) + { + textureAmount++; + } + if (currentHint.textureToggleExtra != "" && currentHint.textureToggleExtra != null && materials[0].GetFloat(currentHint.textureToggleExtra) > 0.5f) + { + textureAmount++; + } + } + } + + GUI.color = Color.white; + EditorGUILayout.EndHorizontal(); + + if (isEnabled && !isCollapsed) + { + if (currentHint != null && currentHint.shaderDescription != null && currentHint.shaderDescription != "") + { + string[] descriptionLines = currentHint.shaderDescription.Split('\n'); + for (int d = 0; d < descriptionLines.Length; d++) + { + DisplayHint(descriptionLines[d]); + } + + string performanceText = "Relatively Lower"; + if (currentHint.benchmarkValue > 600) + { + performanceText = currentHint.benchmarkValue < 1700 ? "Average" : "Relatively Higher"; + } + + DisplayHint("- GPU Usage: " + performanceText + ""); + } + + if (prop.name == "_EnableSmoothPixelArt") + { + Texture activeTexture = GetTexture(materialEditor); + TextureImporter textureImporter = GetTextureImporter(activeTexture); + + if (textureImporter != null) + { + if (textureImporter.filterMode == FilterMode.Point) + { + GUI.color = warnColor; + if (GUILayout.Button("Set " + activeTexture.name + "'s filter mode to Bilinear", buttonStyle)) + { + TextureImporterSettings textureSettings = new TextureImporterSettings(); + textureImporter.ReadTextureSettings(textureSettings); + + textureSettings.filterMode = FilterMode.Bilinear; + + Undo.RecordObject(textureImporter, "Changed Filter Mode"); + + textureImporter.SetTextureSettings(textureSettings); + textureImporter.SaveAndReimport(); + } + GUI.color = Color.white; + } + } + } + else + { + Lines(); + + /*if (prop.name == "_EnableRecolorPalette") + { + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Generate Source")) + { + Texture activeTexture = GetTexture(materialEditor); + + if (activeTexture != null) + { + //Blit to Render Texture: + RenderTexture rt = new RenderTexture(activeTexture.width, activeTexture.height, 0, RenderTextureFormat.ARGB32); + Graphics.Blit(activeTexture, rt); + + //Read RenderTexture to Texture: + Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); + tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); + tex.Apply(); + + //Get Colors: + Dictionary colorWeights = new Dictionary(); + for (int x = 0; x < tex.width; x++) + { + for (int y = 0; y < tex.height; y++) + { + Color pixel = paletteBilinear ? tex.GetPixelBilinear((float)x / (float)tex.width, (float)y / (float)tex.height) : tex.GetPixel(x, y); + Vector3 colorKey = new Vector3(pixel.r, pixel.g, pixel.b); + + if (colorWeights.ContainsKey(colorKey)) + { + colorWeights[colorKey] += pixel.a; + } + else + { + colorWeights.Add(colorKey, pixel.a); + } + } + + EditorUtility.DisplayProgressBar("Generating Palette Texture", "Loading Pixels", 0f); + } + + //Get Top Colors: + List paletteColors = new List(); + Dictionary colorDictionary = new Dictionary(); ; + int totalColors = paletteSize * paletteSize; + if(colorWeights.Count > totalColors) + { + while (paletteColors.Count < totalColors && colorWeights.Count > 0) + { + float highestValue = 0; + Vector3 highestColor = Vector3.zero; + foreach (KeyValuePair colorWeight in colorWeights) + { + if (highestValue < colorWeight.Value) + { + highestValue = colorWeight.Value; + highestColor = colorWeight.Key; + } + } + paletteColors.Add(highestColor); + colorDictionary.Add(highestColor, paletteColors.Count - 1); + colorWeights.Remove(highestColor); + EditorUtility.DisplayProgressBar("Generating Palette Texture", "Sorting colors.", 0.2f); + } + } + else + { + foreach (KeyValuePair colorWeight in colorWeights) + { + paletteColors.Add(colorWeight.Key); + colorDictionary.Add(colorWeight.Key, paletteColors.Count - 1); + } + } + + + /*Sort Top Colors: + List sortedColors = new List(); + sortedColors.Add(topColors[0]); + topColors.RemoveAt(0); + while (topColors.Count > 0) + { + float closestDistance = 100f; + int closestIndex = -1; + for (int c = 0; c < topColors.Count; c++) + { + float distance = (sortedColors[sortedColors.Count - 1] - topColors[c]).sqrMagnitude; + + if (distance < closestDistance) + { + closestDistance = distance; + closestIndex = c; + } + } + + sortedColors.Add(topColors[closestIndex]); + topColors.RemoveAt(closestIndex); + EditorUtility.DisplayProgressBar("Generating Palette Texture", "Sorting color palette.", 0.5f); + } + + //Creating Texture: + for (int x = 0; x < tex.width; x++) + { + for (int y = 0; y < tex.height; y++) + { + Color pixel = paletteBilinear ? tex.GetPixelBilinear((float)x / (float)tex.width, (float)y / (float)tex.height) : tex.GetPixel(x, y); + Vector3 colorKey = new Vector3(pixel.r, pixel.g, pixel.b); + + int colorIndex = 0; + + if (colorDictionary.ContainsKey(colorKey)) + { + colorIndex = colorDictionary[colorKey]; + } + else + { + float closestDistance = 100f; + for (int c = 0; c < paletteColors.Count; c++) + { + float distance = (paletteColors[c] - colorKey).sqrMagnitude; + + if (distance < closestDistance) + { + closestDistance = distance; + colorIndex = c; + } + } + } + + float rValue = (float) (colorIndex % paletteSize) / paletteSize; + float gValue = Mathf.Floor(colorIndex / paletteSize) / paletteSize; + tex.SetPixel(x, y, new Color(rValue, gValue, 0, 1)); + } + + EditorUtility.DisplayProgressBar("Generating Palette Texture", "Mapping colors.", 0.8f); + } + + //Export: + EditorUtility.ClearProgressBar(); + string oldPath = AssetDatabase.GetAssetPath(activeTexture); + if (oldPath == "") + { + oldPath = Application.dataPath + "/"; + } + + string[] fileEnding = oldPath.Split('.'); + string newPath = oldPath.Replace("." + fileEnding[fileEnding.Length - 1], ""); + string folderPath = ""; + string[] folders = oldPath.Split('/'); + for (int n = 0; n < folders.Length - 1; n++) + { + folderPath += folders[n] + "/"; + } + string fileName = activeTexture.name; + newPath = EditorUtility.SaveFilePanel("Save Texture", folderPath, activeTexture.name + " (Source)", "png"); + + if (newPath != "") + { + newPath = newPath.Substring(Application.dataPath.Length - 9); + while (newPath.Length > 1 && newPath.StartsWith("Assets") == false) + { + newPath = newPath.Substring(1); + } + + //Save Texture: + byte[] bytes = tex.EncodeToPNG(); + bool newFile = AssetDatabase.LoadAssetAtPath(newPath, typeof(Texture)) == null; + if (newFile) + { + AssetDatabase.CopyAsset(oldPath, newPath); + } + System.IO.File.WriteAllBytes(newPath, bytes); + if (newFile) + { + AssetDatabase.ImportAsset(newPath); + } + + //Import new Texture: + AssetDatabase.Refresh(); + + //Ping: + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(newPath, typeof(Texture))); + } + + //Clear: + if (RenderTexture.active == rt) + { + RenderTexture.active = null; + } + Object.DestroyImmediate(rt); + Object.DestroyImmediate(tex); + } + else + { + EditorUtility.DisplayDialog("No texture found.", "Select a SpriteRenderer or Image with this material.\nOr assign a texture to this material.", "Alright"); + } + } + if (GUILayout.Button("Generate Palette")) + { + Texture activeTexture = GetTexture(materialEditor); + + if (activeTexture != null) + { + //Open Source: + string currentFile = AssetDatabase.GetAssetPath(activeTexture); + string[] splitPath = currentFile.Split('/'); + string openPath = EditorUtility.OpenFilePanel("Open Source Texture", currentFile.Substring(0, currentFile.Length - splitPath[splitPath.Length - 1].Length), "png"); + string[] openPathSplit = openPath.Split('/'); + openPath = ""; + + bool ignore = true; + for(int i = 0; i < openPathSplit.Length; i++) + { + if(openPathSplit[i] == "Assets") + { + ignore = false; + } + + if(!ignore) + { + openPath += openPathSplit[i] + (i == openPathSplit.Length - 1 ? "" : "/"); + } + } + + + Texture sourceTexture = AssetDatabase.LoadAssetAtPath(openPath); + + //Source Texture: + if (sourceTexture != null) + { + RenderTexture sourceRT = new RenderTexture(sourceTexture.width, sourceTexture.height, 0, RenderTextureFormat.ARGB32); + Graphics.Blit(sourceTexture, sourceRT); + Texture2D sourceTex = new Texture2D(sourceRT.width, sourceRT.height, TextureFormat.ARGB32, false); + sourceTex.ReadPixels(new Rect(0, 0, sourceRT.width, sourceRT.height), 0, 0); + sourceTex.Apply(); + + //Recolor Texture + RenderTexture rt = new RenderTexture(activeTexture.width, activeTexture.height, 0, RenderTextureFormat.ARGB32); + Graphics.Blit(activeTexture, rt); + Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); + tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); + tex.Apply(); + + //Creating Palette: + Texture2D paletteTex = new Texture2D(paletteSize, paletteSize); + for (int x = 0; x < tex.width; x++) + { + for (int y = 0; y < tex.height; y++) + { + Color pixel = paletteBilinear ? tex.GetPixelBilinear((float)x / (float)tex.width, (float)y / (float)tex.height) : tex.GetPixel(x, y); + Color pixelSource = paletteBilinear ? sourceTex.GetPixelBilinear((float)x / (float)tex.width, (float)y / (float)tex.height) : tex.GetPixel(x, y); + paletteTex.SetPixel(Mathf.RoundToInt(pixelSource.r * paletteSize), Mathf.RoundToInt(pixelSource.g * paletteSize), pixel); + } + EditorUtility.DisplayProgressBar("Generating Palette Texture", "Saving Pixels", 0f); + } + paletteTex.Apply(); + + //Export: + EditorUtility.ClearProgressBar(); + string oldPath = AssetDatabase.GetAssetPath(activeTexture); + if (oldPath == "") + { + oldPath = Application.dataPath + "/"; + } + + string[] fileEnding = oldPath.Split('.'); + string newPath = oldPath.Replace("." + fileEnding[fileEnding.Length - 1], ""); + string folderPath = ""; + string[] folders = oldPath.Split('/'); + for (int n = 0; n < folders.Length - 1; n++) + { + folderPath += folders[n] + "/"; + } + string fileName = activeTexture.name; + newPath = EditorUtility.SaveFilePanel("Save Texture", folderPath, activeTexture.name + " (Source)", "png"); + if (newPath != "") + { + newPath = newPath.Substring(Application.dataPath.Length - 9); + while (newPath.Length > 1 && newPath.StartsWith("Assets") == false) + { + newPath = newPath.Substring(1); + } + + //Save Texture: + byte[] bytes = paletteTex.EncodeToPNG(); + bool newFile = AssetDatabase.LoadAssetAtPath(newPath, typeof(Texture)) == null; + if (newFile) + { + AssetDatabase.CopyAsset(oldPath, newPath); + } + System.IO.File.WriteAllBytes(newPath, bytes); + if (newFile) + { + AssetDatabase.ImportAsset(newPath); + } + + //Import new Texture: + AssetDatabase.Refresh(); + + //Ping: + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(newPath, typeof(Texture))); + } + + //Clear: + if (RenderTexture.active == rt || RenderTexture.active == sourceRT) + { + RenderTexture.active = null; + } + Object.DestroyImmediate(rt); + Object.DestroyImmediate(tex); + Object.DestroyImmediate(sourceRT); + Object.DestroyImmediate(sourceTex); + Object.DestroyImmediate(paletteTex); + } + } + else + { + EditorUtility.DisplayDialog("No texture found.", "Select a SpriteRenderer or Image with this material.\nOr assign a texture to this material.", "Alright"); + } + } + EditorGUILayout.EndHorizontal(); + paletteSize = EditorGUILayout.IntField("Palette Colors", paletteSize); + paletteBilinear = EditorGUILayout.Toggle("Bilinear Filter", paletteBilinear); + GUI.color = hintColor; + EditorGUILayout.LabelField("- Use these to easily generate palette textures.", labelStyle); + Lines(); + }*/ + } + } + + return !isEnabled || isCollapsed; + } + + static Texture GetTexture(MaterialEditor materialEditor) + { + Texture activeTexture = null; + if (Selection.activeGameObject != null) + { + SpriteRenderer spriteRenderer = Selection.activeGameObject.GetComponent(); + + if (spriteRenderer != null) + { + if(spriteRenderer.sprite != null) + { + activeTexture = spriteRenderer.sprite.texture; + + } + } + else + { + Image image = Selection.activeGameObject.GetComponent(); + + if (image != null && image.sprite != null) + { + activeTexture = image.sprite.texture; + } + } + } + else + { + foreach(Material mat in materials) + { + if (mat != null) + { + activeTexture = mat.GetTexture("_MainTex"); + + if(activeTexture != null) + { + break; + } + } + } + } + + return activeTexture; + } + public static TextureImporter GetTextureImporter(Texture activeTexture) + { + try + { + if (activeTexture != null) + { + string path = AssetDatabase.GetAssetPath(activeTexture); + + if (path != null) + { + TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(path); + return textureImporter; + } + } + } + catch + { + return null; + } + + return null; + } + + Sprite GetSprite() + { + if (Selection.activeGameObject != null) + { + SpriteRenderer spriteRenderer = Selection.activeGameObject.GetComponent(); + + if (spriteRenderer != null) + { + return spriteRenderer.sprite; + } + else + { + Image image = Selection.activeGameObject.GetComponent(); + + if (image != null) + { + return image.sprite; + } + } + } + + return null; + } + + void DrawShadow(string textContent) + { + for (int x = -1; x <= 1; x += 2) + { + for (int y = -1; y <= 1; y += 2) + { + Rect lastRect = GUILayoutUtility.GetLastRect(); + lastRect.x += x; + lastRect.y += y; + GUI.color = new Color(1, 1, 1, 0.12f); + EditorGUI.LabelField(lastRect, new GUIContent(textContent), labelStyle); + } + } + GUI.color = Color.white; + } + + void ShaderTitle(string title) + { + if(title != "Close") + { + if(title != "Color") + { + EditorGUILayout.Space(); + EditorGUILayout.Space(); + } + + EditorGUILayout.Space(); + EditorGUILayout.Space(); + + GUI.color = new Color(1, 1, 1, 0.55f); + EditorGUILayout.LabelField("" + title + "", labelStyle, GUILayout.Height(22)); + + GUI.color = new Color(1, 1, 1, 0.1f); + for (int x = -1; x <= 1; x += 2) + { + for (int y = -1; y <= 1; y += 2) + { + Rect lastRect = GUILayoutUtility.GetLastRect(); + lastRect.y += x; + lastRect.x += y; + EditorGUI.LabelField(lastRect, "" + title + "", labelStyle); + } + } + GUI.color = Color.white; + } + + float currentHeight = (title != "Close") ? GUILayoutUtility.GetLastRect().y : GUILayoutUtility.GetLastRect().y + 59; + + if (title == "Color") + { + shaderAmount = enabledAmount = currentBoxColor = 0; + performanceBenchmark = 0f; + textureAmount = 1; + } + else + { + Rect lineRect = GUILayoutUtility.GetLastRect(); + lineRect.x -= 8; + lineRect.width = 2; + lineRect.y = lastTitleHeight + 4; + lineRect.height = currentHeight - lastTitleHeight - 32; + + if(EditorGUIUtility.isProSkin) + { + GUI.color = new Color(1, 1, 1, 0.5f); + lineRect.x -= 3; + GUI.Box(lineRect, GUIContent.none, GUI.skin.verticalSlider); + lineRect.x -= 1; + GUI.Box(lineRect, GUIContent.none, GUI.skin.verticalSlider); + } + else + { + GUI.color = new Color(0, 0, 0, 0.3f); + GUI.Box(lineRect, GUIContent.none); + lineRect.x += 1; + GUI.Box(lineRect, GUIContent.none); + GUI.color = Color.white; + } + } + + lastTitleHeight = currentHeight; + EditorGUILayout.Space(); + } + + void ResetButton(MaterialProperty prop) + { + GUIContent resetButton = new GUIContent(); + resetButton.text = "R"; + resetButton.tooltip = "Resets this property."; + + if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Color) + { + Color defaultValue = defaultMaterial.GetColor(prop.name); + + if (prop.colorValue == defaultValue) + { + GUI.enabled = false; + } + + if (GUILayout.Button(resetButton, GUILayout.Width(20))) + { + prop.colorValue = defaultValue; + } + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector) + { + Vector4 defaultValue = defaultMaterial.GetVector(prop.name); + + if (prop.vectorValue == defaultValue) + { + GUI.enabled = false; + } + + if (GUILayout.Button(resetButton, GUILayout.Width(20))) + { + prop.vectorValue = defaultValue; + } + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float || prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Range) + { + float defaultValue = defaultMaterial.GetFloat(prop.name); + + if (prop.floatValue == defaultValue) + { + GUI.enabled = false; + } + + if (GUILayout.Button(resetButton, GUILayout.Width(20))) + { + prop.floatValue = defaultValue; + } + } + else if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture) + { + Texture defaultValue = defaultMaterial.GetTexture(prop.name); + + if (prop.textureValue == defaultValue) + { + GUI.enabled = false; + } + + if (GUILayout.Button(resetButton, GUILayout.Width(20), GUILayout.Height(50))) + { + prop.textureValue = defaultValue; + } + } + + GUI.enabled = true; + } + + void HelpButton(MaterialProperty prop, GUIContent displayContent) + { + GUIContent infoButton = new GUIContent(); + infoButton.text = " C#"; + infoButton.tooltip = "Useful information for programmers."; + + if (GUILayout.Button(infoButton, buttonStyle, GUILayout.Width(26), GUILayout.Height((prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture) ? 50 : 20))) + { + CodingHelper.Open(displayContent, prop, shader, EditorGUIUtility.currentViewWidth); + } + } + + Rect PropertyLabel(GUIContent labelContent) + { + EditorGUILayout.LabelField(" "); + + Rect labelRect = GUILayoutUtility.GetLastRect(); + Rect fieldRect = new Rect(labelRect); + + if (labelRect.width > 320) + { + labelRect.width -= 160; + } + else + { + labelRect.width = labelRect.width / 2; + } + + fieldRect.width -= labelRect.width; + fieldRect.x += labelRect.width; + + EditorGUI.PrefixLabel(labelRect, labelContent); + + return fieldRect; + } + Rect GetPropertySize(MaterialProperty prop, bool isKeyword) + { + EditorGUILayout.LabelField(" "); + + Rect fullRect = GUILayoutUtility.GetLastRect(); + Rect labelRect = new Rect(fullRect); + Rect fieldRect = new Rect(labelRect); + + if (labelRect.width > 320) + { + labelRect.width -= 160; + } + else + { + labelRect.width = labelRect.width / 2; + } + + if(isKeyword) { + labelRect.width -= 52; + } + + fieldRect.width -= labelRect.width; + fieldRect.x += labelRect.width; + + EditorGUIUtility.fieldWidth = fieldRect.width; + EditorGUIUtility.labelWidth = labelRect.width; + + if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Range) + { + EditorGUIUtility.fieldWidth = 50; + EditorGUIUtility.labelWidth = labelRect.width; + } + + return fullRect; + } + + bool IsKeyword(MaterialProperty prop) + { + return IsKeyword(prop.name); + } + + public static bool IsKeyword(string propertyName) + { + if (propertyName.StartsWith("_Toggle") || propertyName.EndsWith("Toggle") || propertyName.EndsWith("Invert") || propertyName == "PixelSnap" || propertyName == "_ShaderSpace" || propertyName == "_ShaderFading" || propertyName == "_BakedMaterial" || propertyName == "_SmokeVertexSeed" || propertyName == "_SpriteSheetFix" || propertyName == "_UseUIAlphaClip" || propertyName == "_IsText" || propertyName == "_IsTextMeshPro" || propertyName == "_TilingFix" || propertyName == "_ForceAlpha" || propertyName == "_VertexTintFirst" || propertyName == "_PixelPerfectSpace" || propertyName == "_PixelPerfectUV" || propertyName == "_WindLocalWind" || propertyName == "_WindHighQualityNoise" || propertyName == "_WindIsParallax" || propertyName == "_WindFlip" || propertyName == "_SquishFlip") + { + return true; + } + + return false; + } + + public static void Lines() + { + GUI.color = new Color(1, 1, 1, 0.5f); + EditorGUILayout.LabelField("- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ", GUILayout.Height(9)); + GUI.color = new Color(1, 1, 1, 1); + } + + public static void DisplaySupportInformation() + { + GUIStyle labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + GUIStyle linkStyle = new GUIStyle(GUI.skin.label); + linkStyle.richText = true; + linkStyle.alignment = TextAnchor.MiddleLeft; + linkStyle.normal.textColor = linkStyle.focused.textColor = linkStyle.hover.textColor = EditorGUIUtility.isProSkin ? new Color(0.8f, 0.9f, 1f, 1) : new Color(0.1f, 0.2f, 0.4f, 1); + linkStyle.active.textColor = EditorGUIUtility.isProSkin ? new Color(0.6f, 0.8f, 1f, 1) : new Color(0.15f, 0.4f, 0.6f, 1); + + DisplayLink("Documentation", "https://ekincantas.com/sprite-shaders-ultimate/", "https://ekincantas.com/sprite-shaders-ultimate/", labelStyle, linkStyle); + DisplayLink("Discord", "https://discord.gg/nWbRkN8Zxr", "https://discord.gg/nWbRkN8Zxr", labelStyle, linkStyle); + DisplayLink("Email", "ekincantascontact@gmail.com", "", labelStyle, linkStyle); + } + + private static void DisplayLink(string title, string link, string url, GUIStyle labelStyle, GUIStyle linkStyle) + { + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.BeginHorizontal(); + GUILayout.Label("" + title + ": ", labelStyle); + Rect lastRect = GUILayoutUtility.GetLastRect(); + lastRect.x += 100; + lastRect.width -= 100; + + GUI.color = Color.white; + + if (url == "") + { + EditorGUI.SelectableLabel(lastRect, link, linkStyle); + } + else + { + if(GUI.Button(lastRect,link, linkStyle)) + { + Application.OpenURL(url); + } + } + + EditorGUILayout.EndHorizontal(); + } + + public static void ExportSprite(MaterialEditor materialEditor, int count = 1) + { + Material material = (Material)materialEditor.target; + Texture texture = GetTexture(materialEditor); + + if (material != null && texture != null) + { + SaveShadedTexture(material, texture, count); + } + else + { + EditorUtility.DisplayDialog("No texture found.", "Select a SpriteRenderer or Image with this material.\nOr assign a texture to this material.", "Alright"); + } + } + public static void SaveShadedTexture(Material spriteMaterial, Texture spriteTexture, int count = 1) + { + //Enable Baked Material: + Undo.RecordObject(spriteMaterial, "Switched baked material setting."); + Shader previousShader = spriteMaterial.shader; + spriteMaterial.shader = Shader.Find("Sprite Shaders Ultimate/Standard SSU"); + spriteMaterial.EnableKeyword("_BAKEDMATERIAL_ON"); + spriteMaterial.SetFloat("_BakedMaterial", 1f); + + Texture2D tex = (Texture2D) spriteTexture; + bool first = true; + for (int n = 0; n < count; n++) + { + //Blit to Render Texture: + RenderTexture rt = new RenderTexture(tex.width, tex.height, 0, RenderTextureFormat.ARGB32); + Graphics.Blit(tex, rt, spriteMaterial); + + //Destroy Previous Texture: + if (!first) + { + Object.DestroyImmediate(tex); + } + first = false; + + //Read RenderTexture to Texture: + tex = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false); + tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0); + tex.Apply(); + + //Clear RenderTexture: + if (RenderTexture.active == rt) + { + RenderTexture.active = null; + } + Object.DestroyImmediate(rt); + } + + //Disable Baked Material: + spriteMaterial.DisableKeyword("_BAKEDMATERIAL_ON"); + spriteMaterial.SetFloat("_BakedMaterial", 0f); + spriteMaterial.shader = previousShader; + + //Get Paths: + string oldPath = AssetDatabase.GetAssetPath(spriteTexture); + if (oldPath == "") + { + oldPath = Application.dataPath + "/"; + } + + string[] fileEnding = oldPath.Split('.'); + string newPath = oldPath.Replace("." + fileEnding[fileEnding.Length - 1], ""); + string folderPath = ""; + string[] folders = oldPath.Split('/'); + for (int n = 0; n < folders.Length - 1; n++) + { + folderPath += folders[n] + "/"; + } + string fileName = spriteTexture.name; + int number = 1; + while (AssetDatabase.LoadAssetAtPath(newPath + " (Baked " + number + ").png", typeof(Texture)) != null) + { + number++; + } + + newPath = EditorUtility.SaveFilePanel("Save Texture", folderPath, spriteTexture.name + " (Baked " + number + ")", "png"); + EditorGUILayout.BeginVertical(); + EditorGUILayout.BeginVertical(); + EditorGUILayout.BeginVertical(); + + if (newPath != "") + { + newPath = newPath.Substring(Application.dataPath.Length - 9); + while (newPath.Length > 1 && newPath.StartsWith("Assets") == false) + { + newPath = newPath.Substring(1); + } + + //Save Texture: + byte[] bytes = tex.EncodeToPNG(); + bool newFile = AssetDatabase.LoadAssetAtPath(newPath, typeof(Texture)) == null; + if (newFile) + { + AssetDatabase.CopyAsset(oldPath, newPath); + } + System.IO.File.WriteAllBytes(newPath, bytes); + if (newFile) + { + AssetDatabase.ImportAsset(newPath); + } + + //Import new Texture: + AssetDatabase.Refresh(); + + //Ping: + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(newPath, typeof(Texture))); + } + + //Clean Up: + Object.DestroyImmediate(tex); + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta new file mode 100644 index 00000000..ddd69685 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1c300067b7dcf1a48a75091e02e68ddb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs new file mode 100644 index 00000000..6ae32245 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs @@ -0,0 +1,451 @@ +#if UNITY_EDITOR + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using UnityEngine.UI; +using UnityEngine.Rendering; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(ShaderFaderSSU))] + [CanEditMultipleObjects] + public class ShaderFaderSSUEditor : Editor + { + List shaderProperties; + float previewValue; + + public override void OnInspectorGUI() + { + GUIStyle labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + EditorGUI.BeginChangeCheck(); + serializedObject.UpdateIfRequiredOrScript(); + + EditorGUILayout.BeginVertical(); + + SerializedProperty property = serializedObject.GetIterator(); + bool expanded = true; + bool displayObjectLists = true; + bool automaticFading = true; + while (property.NextVisible(expanded)) + { + using (new EditorGUI.DisabledScope("m_Script" == property.propertyPath)) + { + bool draw = true; + + //Hide fade value. + if (property.name == "fadeValue") + { + //GUI.enabled = false; + } + + //Hide object lists. + if (property.name == "getChildObjects") + { + displayObjectLists = property.boolValue; + } + else if ((property.name == "renderers" || property.name == "graphics") && displayObjectLists) + { + draw = false; + } + + //Hide fading variables. + if (property.name == "automaticFading") + { + automaticFading = property.boolValue; + } + else if ((property.name == "isFaded" || property.name == "duration" || property.name == "unscaledTime") && !automaticFading) + { + draw = false; + } + else if ((property.name == "fadeValue") && automaticFading) + { + draw = false; + } + + //Create box groups. + if (property.name == "getChildObjects" || property.name == "automaticFading" || property.name == "floatProperties") + { + EditorGUILayout.EndVertical(); + EditorGUILayout.Space(); + EditorGUILayout.BeginVertical("Helpbox"); + } + + //Fix box arrow overlap. + if (property.hasVisibleChildren) + { + EditorGUI.indentLevel += 1; + } + + //DRAW PROPERTY: + if (draw) + { + if (property.name == "automaticFading") + { + int selected = property.boolValue ? 0 : 1; + selected = GUILayout.Toolbar(selected, new string[] { "Automatic Fading", "Manual Fading" }); + property.boolValue = selected == 0 ? true : false; + } + else if (property.name == "getChildObjects") + { + int selected = property.boolValue ? 0 : 1; + selected = GUILayout.Toolbar(selected, new string[] { "Get From Children", "Manual Objects" }); + property.boolValue = selected == 0 ? true : false; + } + else + { + EditorGUILayout.PropertyField(property, true); + } + } + + //Fix box arrow overlap. + if (property.hasVisibleChildren) + { + EditorGUI.indentLevel -= 1; + } + + //Reset stuff. + GUI.enabled = true; + expanded = false; + } + } + + EditorGUILayout.EndVertical(); + + serializedObject.ApplyModifiedProperties(); + EditorGUI.EndChangeCheck(); + + //Utility: + EditorGUILayout.Space(); + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.BeginHorizontal(); + + #region Utility Buttons + if (GUILayout.Button("Copy From")) + { + ShaderFaderSSU sf = (ShaderFaderSSU)target; + foreach (Material mat in GetMaterials()) + { + Shader shader = mat.shader; + + for(int i = 0; i < shader.GetPropertyCount(); i++) + { + ShaderPropertyType propertyType = shader.GetPropertyType(i); + string propertyName = shader.GetPropertyName(i); + + if (SSUShaderGUI.IsKeyword(propertyName) || propertyName.StartsWith("_Enable")) + { + continue; + } + + if (propertyType == ShaderPropertyType.Float || propertyType == ShaderPropertyType.Range) + { + //Float: + float propertyValue = mat.GetFloat(propertyName); + + bool foundProperty = false; + foreach (FloatFaderSSU propertyFader in sf.floatProperties) + { + if (propertyFader.propertyName == shader.GetPropertyName(i)) + { + propertyFader.fromValue = propertyValue; + foundProperty = true; + break; + } + } + + if (!foundProperty) + { + sf.floatProperties.Add(new FloatFaderSSU(propertyName, propertyValue, propertyValue)); + } + } + else if (propertyType == ShaderPropertyType.Vector) + { + //Vector: + Vector4 propertyValue = mat.GetVector(propertyName); + + bool foundProperty = false; + foreach (VectorFaderSSU propertyFader in sf.vectorProperties) + { + if (propertyFader.propertyName == shader.GetPropertyName(i)) + { + propertyFader.fromValue = propertyValue; + foundProperty = true; + break; + } + } + + if (!foundProperty) + { + sf.vectorProperties.Add(new VectorFaderSSU(propertyName, propertyValue, propertyValue)); + } + } + else if (propertyType == ShaderPropertyType.Color) + { + //Color: + Color propertyValue = mat.GetColor(propertyName); + + bool foundProperty = false; + foreach (ColorFaderSSU propertyFader in sf.colorProperties) + { + if (propertyFader.propertyName == shader.GetPropertyName(i)) + { + propertyFader.fromValue = propertyValue; + foundProperty = true; + break; + } + } + + if (!foundProperty) + { + sf.colorProperties.Add(new ColorFaderSSU(propertyName, propertyValue, propertyValue)); + } + } + } + } + } + if (GUILayout.Button("Copy To")) + { + ShaderFaderSSU sf = (ShaderFaderSSU)target; + foreach (Material mat in GetMaterials()) + { + Shader shader = mat.shader; + + for (int i = 0; i < shader.GetPropertyCount(); i++) + { + ShaderPropertyType propertyType = shader.GetPropertyType(i); + string propertyName = shader.GetPropertyName(i); + + if (SSUShaderGUI.IsKeyword(propertyName) || propertyName.StartsWith("_Enable")) + { + continue; + } + + if (propertyType == ShaderPropertyType.Float || propertyType == ShaderPropertyType.Range) + { + //Float: + float propertyValue = mat.GetFloat(propertyName); + + bool foundProperty = false; + foreach (FloatFaderSSU propertyFader in sf.floatProperties) + { + if (propertyFader.propertyName == shader.GetPropertyName(i)) + { + propertyFader.toValue = propertyValue; + foundProperty = true; + break; + } + } + + if (!foundProperty) + { + sf.floatProperties.Add(new FloatFaderSSU(propertyName, propertyValue, propertyValue)); + } + } + else if (propertyType == ShaderPropertyType.Vector) + { + //Vector: + Vector4 propertyValue = mat.GetVector(propertyName); + + bool foundProperty = false; + foreach (VectorFaderSSU propertyFader in sf.vectorProperties) + { + if (propertyFader.propertyName == shader.GetPropertyName(i)) + { + propertyFader.toValue = propertyValue; + foundProperty = true; + break; + } + } + + if (!foundProperty) + { + sf.vectorProperties.Add(new VectorFaderSSU(propertyName, propertyValue, propertyValue)); + } + } + else if (propertyType == ShaderPropertyType.Color) + { + //Color: + Color propertyValue = mat.GetColor(propertyName); + + bool foundProperty = false; + foreach (ColorFaderSSU propertyFader in sf.colorProperties) + { + if (propertyFader.propertyName == shader.GetPropertyName(i)) + { + propertyFader.toValue = propertyValue; + foundProperty = true; + break; + } + } + + if (!foundProperty) + { + sf.colorProperties.Add(new ColorFaderSSU(propertyName, propertyValue, propertyValue)); + } + } + } + } + } + if (GUILayout.Button("Cleanup")) + { + ShaderFaderSSU sf = (ShaderFaderSSU)target; + + //Float: + List removedFloatProperties = new List(); + foreach (FloatFaderSSU propertyFader in sf.floatProperties) + { + if(propertyFader.fromValue == propertyFader.toValue) + { + removedFloatProperties.Add(propertyFader); + } + } + foreach (FloatFaderSSU propertyFader in removedFloatProperties) + { + sf.floatProperties.Remove(propertyFader); + } + + //Vector: + List removedVectorProperties = new List(); + foreach (VectorFaderSSU propertyFader in sf.vectorProperties) + { + if (propertyFader.fromValue == propertyFader.toValue) + { + removedVectorProperties.Add(propertyFader); + } + } + foreach (VectorFaderSSU propertyFader in removedVectorProperties) + { + sf.vectorProperties.Remove(propertyFader); + } + + //Color: + List removedColorProperties = new List(); + foreach (ColorFaderSSU propertyFader in sf.colorProperties) + { + if (propertyFader.fromValue == propertyFader.toValue) + { + removedColorProperties.Add(propertyFader); + } + } + foreach (ColorFaderSSU propertyFader in removedColorProperties) + { + sf.colorProperties.Remove(propertyFader); + } + } + #endregion + + EditorGUILayout.EndHorizontal(); + + #region Preview + float lastPreview = previewValue; + previewValue = EditorGUILayout.Slider(new GUIContent("Preview", "This will modify the materials."), previewValue, 0, 1); + if (previewValue != lastPreview) + { + ShaderFaderSSU sf = (ShaderFaderSSU)target; + float fadeFactor = sf.fadeCurve.Evaluate(previewValue); + foreach (Material mat in GetMaterials()) + { + sf.UpdateSingleMaterial(mat, fadeFactor); + } + } + #endregion + + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + EditorGUILayout.BeginVertical("Helpbox"); + + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Fades material properties between two values.", labelStyle); + EditorGUILayout.LabelField("", labelStyle); + EditorGUILayout.LabelField("Objects:", labelStyle); + EditorGUILayout.LabelField("First assign the objects, whose materials should be faded.", labelStyle); + EditorGUILayout.LabelField("These can either be children of this gameobject or manually assigned.", labelStyle); + EditorGUILayout.LabelField("", labelStyle); + EditorGUILayout.LabelField("Properties:", labelStyle); + EditorGUILayout.LabelField("Next you need to add the material properties, which you want to fade.", labelStyle); + EditorGUILayout.LabelField("These can be added manually or setup using the utility buttons.", labelStyle); + EditorGUILayout.LabelField("Only floats, colors and vectors can be faded. Do no try to fade toggles.", labelStyle); + EditorGUILayout.LabelField("", labelStyle); + EditorGUILayout.LabelField("Quick Setup:", labelStyle); + EditorGUILayout.LabelField("First modify the materials to their faded out state and press [Copy From].", labelStyle); + EditorGUILayout.LabelField("Then modify the materials to their faded in state and press [Copy To].", labelStyle); + EditorGUILayout.LabelField("Finally press [Cleanup] to remove all unmodified properties.", labelStyle); + EditorGUILayout.LabelField("", labelStyle); + EditorGUILayout.LabelField("Scripting:", labelStyle); + EditorGUILayout.LabelField("For automatic fading simply toggle the isFaded boolean at runtime.", labelStyle); + EditorGUILayout.LabelField("For manual fading modify the fadeValue float at runtime.", labelStyle); + EditorGUILayout.LabelField("Materials are only updated, when the fadeValue changes.", labelStyle); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + } + + HashSet GetMaterials() + { + HashSet materials = new HashSet(); + ShaderFaderSSU sf = (ShaderFaderSSU)target; + + if (sf.getChildObjects) + { + //Auto Renderers: + foreach (Renderer renderer in sf.gameObject.GetComponentsInChildren(true)) + { + if(!materials.Contains(renderer.sharedMaterial)) + { + materials.Add(renderer.sharedMaterial); + } + } + + //Auto Graphics: + foreach (Graphic graphic in sf.gameObject.GetComponentsInChildren(true)) + { + if (!materials.Contains(graphic.material)) + { + materials.Add(graphic.material); + } + } + } + else + { + //Manual Renderers: + if (sf.renderers != null) + { + foreach (Renderer renderer in sf.renderers) + { + if (renderer != null) + { + if (!materials.Contains(renderer.sharedMaterial)) + { + materials.Add(renderer.sharedMaterial); + } + } + } + } + + //Manual Graphics: + if (sf.graphics != null) + { + foreach (Graphic graphic in sf.graphics) + { + if (graphic != null) + { + if (!materials.Contains(graphic.material)) + { + materials.Add(graphic.material); + } + } + } + } + } + + return materials; + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta new file mode 100644 index 00000000..aade0b96 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d88dd009f38e59546ab469e496106f4b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs new file mode 100644 index 00000000..f243f27f --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs @@ -0,0 +1,41 @@ +#if UNITY_EDITOR + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate +{ + [CreateAssetMenu(fileName = "ShaderName", menuName = "Shader/SSU Shader Hint (ignore this)")] + public class ShaderHintSSU : ScriptableObject + { + [Header("Main:")] + [TextArea(6, 10)] + public string shaderDescription; + public List hints = new List(); + public List lines = new List(); + public string spaceHint = ""; + + [Header("Extra Help:")] + public bool requiresFullRectMesh = false; + public bool requiresSpriteSheetFix = false; + public bool requiresInstancing = false; + public bool requiresTiling = false; + + [Header("Performance:")] + public float benchmarkValue = 0f; + public int textureSamples = 0; + public string textureToggle = ""; + public string textureToggleExtra = ""; + } + + [System.Serializable] + public class HintText + { + public string property = ""; + public string text = ""; + } +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta new file mode 100644 index 00000000..482acbfc --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 344c00355f060794ea582079ebb0a81f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs new file mode 100644 index 00000000..58c5e5ae --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs @@ -0,0 +1,50 @@ +#if UNITY_EDITOR + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(SpriteSheetSSU))] + [CanEditMultipleObjects] + public class SpriteSheetSSUEditor : Editor + { + public override void OnInspectorGUI() + { + SerializedProperty updateChanges = serializedObject.FindProperty("updateChanges"); + EditorGUILayout.PropertyField(updateChanges); + serializedObject.ApplyModifiedProperties(); + + GUIStyle labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + EditorGUILayout.Space(); + + EditorGUILayout.BeginVertical("Helpbox"); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Only supports images and sprite renderers.", labelStyle); + EditorGUILayout.LabelField("Requires the Sprite Sheet Fix option enabled.", labelStyle); + EditorGUILayout.LabelField("Sets the material's Sprite Sheet Rect to fix shader issues.", labelStyle); + EditorGUILayout.LabelField("Will also instantiate materials at runtime.", labelStyle); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + + //Check: + SpriteSheetSSU targetComponent = (SpriteSheetSSU) target; + if(targetComponent.GetComponent() == null && targetComponent.GetComponent() == null) + { + EditorGUILayout.Space(); + GUI.color = Color.red; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Requires a Sprite Renderer or Image component.", labelStyle); + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta new file mode 100644 index 00000000..9212d559 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 871ff7f74daabe5459cbb50de60b7b4a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs new file mode 100644 index 00000000..a8605f7c --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs @@ -0,0 +1,48 @@ +#if UNITY_EDITOR + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(UnscaledTimeSSU))] + [CanEditMultipleObjects] + public class UnscaledTimeSSUEditor : Editor + { + public override void OnInspectorGUI() + { + //Properties: + EditorGUILayout.PropertyField(serializedObject.FindProperty("dontDestroyOnLoad")); + serializedObject.ApplyModifiedProperties(); + + EditorGUILayout.Space(); + + //Additional Information: + GUIStyle labelStyle = new GUIStyle(GUI.skin.label); + labelStyle.richText = true; + + EditorGUILayout.BeginVertical("Helpbox"); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Allows you to use unscaled time in SSU shaders.", labelStyle); + EditorGUILayout.LabelField("Attach this to any gameobject.", labelStyle); + EditorGUILayout.LabelField("You only need one of this component in your scene.", labelStyle); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + GUI.color = Color.green; + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Unscaled Time can be used.", labelStyle); + if(serializedObject.FindProperty("dontDestroyOnLoad").boolValue) + { + EditorGUILayout.LabelField("This gameobject will not be destroyed when the scene changes.", labelStyle); + } + EditorGUILayout.EndVertical(); + GUI.color = Color.white; + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta new file mode 100644 index 00000000..d89ca1bd --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 171f6fcb1c2b4b349a2353d6ba0c3a91 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs new file mode 100644 index 00000000..5f00cc37 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs @@ -0,0 +1,64 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace SpriteShadersUltimate +{ + [AddComponentMenu("Sprite Shaders Ultimate/Utility/Image SSU")] + public class ImageSSU : InstancerSSU + { + //Updates material when RectTransform changes. + [Tooltip("Enable this if the size of the RectTransform will change.")] + public bool updateChanges = false; + + //References: + RectTransform rectTransform; + + //Property IDs: + int rectWidthID; + int rectHeightID; + + //Previous SizeDelta: + Vector2 lastSizeDelta; + + void Awake() + { + //Get RectTransform: + rectTransform = GetComponent(); + + //Instantiate Material: + Image image = GetComponent(); + image.material = Instantiate(image.material); + runtimeMaterial = image.materialForRendering; + + //Shader IDs: + rectWidthID = Shader.PropertyToID("_RectWidth"); + rectHeightID = Shader.PropertyToID("_RectHeight"); + } + + void Start() + { + //Set Values: + UpdateMaterial(); + } + + void Update() + { + if (updateChanges) + { + if (lastSizeDelta != rectTransform.sizeDelta) + { + UpdateMaterial(); + } + } + } + + public void UpdateMaterial() + { + lastSizeDelta = rectTransform.sizeDelta; + runtimeMaterial.SetFloat(rectWidthID, lastSizeDelta.x); + runtimeMaterial.SetFloat(rectHeightID, lastSizeDelta.y); + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta new file mode 100644 index 00000000..c392ba96 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 810387798b61a1f41bb4fc933ad1fb98 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: -55 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive.meta new file mode 100644 index 00000000..10e789d1 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6eaba17c383bc5843ad896f06371806d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor.meta new file mode 100644 index 00000000..ffeb4a17 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a7dc9415a367ecb4d81082ed4477e1e5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs new file mode 100644 index 00000000..1e35c2a1 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs @@ -0,0 +1,240 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(InteractiveWindSSU)), CanEditMultipleObjects] + public class InteractiveWindSSUEditor : Editor + { + bool displaySetup; + bool displayTroubleshooting; + bool displayInformation; + + public override void OnInspectorGUI() + { + //References: + GUIStyle style = new GUIStyle(GUI.skin.label); + style.richText = true; + InteractiveWindSSU wind = (InteractiveWindSSU)target; + + //Header: + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Interactive Wind", style); + EditorGUILayout.LabelField(" ", GUILayout.Height(1)); + DisplayHints(ref displaySetup, "Setup", + "- Attach this to a SpriteRenderer with the Wind shader.", + "- Set Mesh Type to Full Rect in the sprite's settings.", + "- Attach a BoxCollider2D to this gameobject.", + "- Set Is Trigger to true in the BoxCollider2D.", + "- Have a single active WindManager component in your scene.", + " ", + "- You can flip the shader for hanging objects.", + "- You can combine the shader with UV Distort." + ); + EditorGUILayout.LabelField(" ", GUILayout.Height(1)); + DisplayHints(ref displayTroubleshooting, "Troubleshooting", + " ", + "Pixels are clipping out:", + "- Make sure the sprite's Mesh Type is Full Rect.", + "- Sprite Sheets need the Sprite Sheet Fix option.", + "- Expand the sprite's texture horizontally with empty pixels.", + " ", + "Wind is not visible:", + "- Make sure the SpriteRenderer is using the Wind shader.", + "- If using a Uber Shader you need to enable Wind.", + "- Make sure you have a single active WindManager component.", + "- Check your WindManager's and material's settings.", + " ", + "Physical interaction is not happening:", + "- Check this component's and the material's settings.", + "- Make sure the BoxCollider2D is positioned properly.", + "- Set the BoxCollider2D to a trigger.", + "- Make sure a collision with the BoxCollider2D is happening.", + " " + ); + EditorGUILayout.LabelField(" ", GUILayout.Height(1)); + DisplayHints(ref displayInformation, "Information", + " ", + "Summary:", + "- Interaction will bend and squish the sprite.", + "- Can be used for Grass, Trees, Chains, Vines and more.", + " ", + "Temporary Interaction:", + "- Disable Stay Bent to have a temporary interaction.", + "- Only objects moving faster than " + Mathf.RoundToInt(wind.minBendSpeed) + " unit/s will interact.", + " " + ); + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + //Rotation: + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Rotation:", style); + EditorGUILayout.PropertyField(serializedObject.FindProperty("rotationFactor")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("bendInSpeed")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("bendOutSpeed")); + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + //Temporary: + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Method:", style); + EditorGUILayout.PropertyField(serializedObject.FindProperty("stayBent")); + if(!wind.stayBent) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("minBendSpeed")); + } + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + //Hyper Performance: + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Hyper Performance:", style); + EditorGUILayout.PropertyField(serializedObject.FindProperty("hyperPerformanceMode")); + if (wind.hyperPerformanceMode) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("randomOffsetZ")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("customMaterial")); + if (wind.customMaterial) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("inactiveMaterial")); + } + else + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("inactiveShader")); + } + + //Hint: + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("- GPU performance boost for lowest-end mobile phones.", style); + if(!wind.customMaterial) + { + EditorGUILayout.LabelField("- Sets the shader to " + wind.inactiveShader + " while inactive.", style); + } + else + { + if(wind.inactiveMaterial != null) + { + EditorGUILayout.LabelField("- Sets the material to " + wind.inactiveMaterial.name + " while inactive.", style); + } + else + { + GUIStyle warningStyle = new GUIStyle(GUI.skin.label); + warningStyle.richText = true; + + if (EditorGUIUtility.isProSkin) + { + warningStyle.normal.textColor = new Color(1, 0.7f, 0.7f, 1); + } + else + { + warningStyle.normal.textColor = new Color(0.3f, 0f, 0f, 1); + } + + EditorGUILayout.LabelField("- Please reference a material in Inactive Material.", warningStyle); + } + } + EditorGUILayout.LabelField("- Use this if you want physical interaction but don't need Wind.", style); + EditorGUILayout.LabelField("- You must set Rotation Wind Factor to 0 in the material.", style); + EditorGUILayout.Space(); + EditorGUILayout.LabelField("- Enabling Random Offset Z will prevent resorting of render order.", style); + GUI.color = Color.white; + } + EditorGUILayout.EndVertical(); + + EditorGUILayout.Space(); + + //Other: + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Other:", style); + EditorGUILayout.PropertyField(serializedObject.FindProperty("randomizeWiggle")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("allowCustomLayer")); + EditorGUILayout.EndVertical(); + + serializedObject.ApplyModifiedProperties(); + + //Fix Layer: + if(wind.gameObject.layer != 2 && !wind.allowCustomLayer) + { + wind.gameObject.layer = 2; + } + + //Fix BoxCollider2D: + BoxCollider2D boxCollider = wind.gameObject.GetComponent(); + if(boxCollider == null) + { + //Create new BoxCollider2D: + boxCollider = wind.gameObject.AddComponent(); + boxCollider.isTrigger = true; + } + + //Fix Variables: + if(wind.bendInSpeed < 0) + { + wind.bendInSpeed = 0; + } + if (wind.bendOutSpeed < 0) + { + wind.bendOutSpeed = 0; + } + if (wind.minBendSpeed < 0) + { + wind.minBendSpeed = 0; + } + } + + void DisplayHints(ref bool toggleVariable, string title,params string[] lines) + { + GUIStyle style = new GUIStyle(GUI.skin.label); + style.richText = true; + + GUIStyle button = new GUIStyle(GUI.skin.button); + button.richText = true; + + if (toggleVariable) + { + GUI.color = new Color(1, 1, 1, 0.7f); + } + else + { + GUI.color = new Color(1, 1, 1, 0.5f); + } + + title = "" + title + ""; + + EditorGUILayout.BeginVertical(GUI.skin.box); + EditorGUILayout.BeginHorizontal(); + GUI.color = Color.white; + EditorGUILayout.LabelField(title, style); + if (GUILayout.Button("" + (toggleVariable ? "▼" : "▲") + "", button, GUILayout.Width(20))) + { + toggleVariable = !toggleVariable; + } + EditorGUILayout.EndHorizontal(); + + if (toggleVariable == true) + { + GUI.color = new Color(1, 1, 1, 0.7f); + for(int l = 0; l < lines.Length; l++) + { + if(lines[l] == " ") + { + EditorGUILayout.LabelField(lines[l], style,GUILayout.Height(6)); + } + else + { + EditorGUILayout.LabelField(lines[l], style); + } + } + } + + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta new file mode 100644 index 00000000..b4c208bc --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe9161b8dce72364680eee7fa2e4853b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs new file mode 100644 index 00000000..8cdd3fb0 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(WindManagerSSU)), CanEditMultipleObjects] + public class WindManagerSSUEditor : Editor + { + public override void OnInspectorGUI() + { + //Draw Inspector: + base.OnInspectorGUI(); + + //References: + GUIStyle style = new GUIStyle(GUI.skin.label); + style.richText = true; + + //Info Box: + EditorGUILayout.Space(); + EditorGUILayout.BeginVertical("Helpbox"); + EditorGUILayout.LabelField("Information", style); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("- This component will handle the global wind settings.", style); + EditorGUILayout.LabelField("- Only have one active WindManager at a time.", style); + EditorGUILayout.LabelField("- This updates the global variables used by my wind shader.", style); + GUI.color = new Color(1, 1, 1, 1f); + EditorGUILayout.EndVertical(); + + serializedObject.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta new file mode 100644 index 00000000..def542a2 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c51829b6566625342bc6a1469388a8c2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs new file mode 100644 index 00000000..1b891667 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace SpriteShadersUltimate +{ + [CustomEditor(typeof(WindParallaxSSU))] + public class WindParallaxSSUEditor : Editor + { + public override void OnInspectorGUI() + { + GUIStyle style = new GUIStyle(GUI.skin.label); + style.richText = true; + + EditorGUILayout.BeginVertical("Helpbox"); + GUI.color = new Color(1, 1, 1, 0.7f); + EditorGUILayout.LabelField("Fixes parallax or movement issues for the Wind shader.", style); + EditorGUILayout.LabelField("Attach this to sprite renderers and enable Is Parallax.", style); + EditorGUILayout.LabelField("Set's X Position on Awake() to a static value.", style); + GUI.color = Color.white; + EditorGUILayout.EndVertical(); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta new file mode 100644 index 00000000..91d0fc78 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0c1ff3a724f59354d8c3234f3a894521 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs new file mode 100644 index 00000000..60700e53 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs @@ -0,0 +1,64 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class InteractiveSquishSSU : MonoBehaviour +{ + [Header("Settings:")] + public float squishSpeed = 5f; + public bool staySquished = true; + public float squishDuration = 0.1f; + + //References: + Material mat; + + //Internal: + float currentSquish; + float lastTriggerStayTime; + + void Start() + { + mat = GetComponent().material; + currentSquish = 0f; + } + + void OnTriggerStay2D(Collider2D collision) + { + if (staySquished) + { + lastTriggerStayTime = Time.time; + } + } + + + void OnTriggerEnter2D(Collider2D collision) + { + lastTriggerStayTime = Time.time; + } + + void Update() + { + float newSquish = currentSquish; + + if(Time.time > lastTriggerStayTime + squishDuration) + { + newSquish = Mathf.Lerp(newSquish, -0.1f, Time.deltaTime * squishSpeed); + } + else + { + newSquish = Mathf.Lerp(newSquish, 1.1f, Time.deltaTime * squishSpeed); + } + + newSquish = Mathf.Clamp01(newSquish); + if(newSquish != currentSquish) + { + currentSquish = newSquish; + UpdateSquish(); + } + } + + void UpdateSquish() + { + mat.SetFloat("_SquishFade", currentSquish); + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta new file mode 100644 index 00000000..c24e931d --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a81f379efd25989449160ecd5ad450b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs new file mode 100644 index 00000000..e206005d --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs @@ -0,0 +1,255 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate +{ + [AddComponentMenu("Sprite Shaders Ultimate/Wind/Interactive Wind")] + public class InteractiveWindSSU : InstancerSSU + { + [Tooltip("How much physical interaction bends the sprite.")] + public float rotationFactor = 1.5f; + [Tooltip("How fast physical interaction bending fades in.")] + public float bendInSpeed = 8f; + [Tooltip("How fast physical interaction bending fades out.")] + public float bendOutSpeed = 8f; + + [Tooltip("If disabled the sprite will only bend during active movement.")] + public bool stayBent = true; + [Tooltip("The minimum speed of the interacting object to trigger bending.")] + public float minBendSpeed = 1f; + + [Tooltip("Swaps the material with the default sprite material while inactive.")] + public bool hyperPerformanceMode = false; + [Tooltip("Adds a tiny little offset to the Z position on start.\nTo prevent random resorting of render order.")] + public bool randomOffsetZ = true; + [Tooltip("Define a material to switch to while inactive.")] + public bool customMaterial = false; + [Tooltip("The shader used for the default sprite material.")] + public string inactiveShader = "Sprites/Default"; + [Tooltip("The material used when inactive.")] + public Material inactiveMaterial; + + [Tooltip("Slightly changes 'Wiggle Frequency', to desync the wiggle shaders of multiple sprites.")] + public bool randomizeWiggle = false; + [Tooltip("The editor-side script set's the layer to 'Ignore Raycast' to fix potential issues. Enable this to disable that and set the layer to a different one.")] + public bool allowCustomLayer = false; + + //Variables: + HashSet collidersInside; + BoxCollider2D boxCollider; + + //Runtime: + float currentBending; + float currentRotationDirection; + bool isActive; + bool newDirection; + + float lastPosition; + float lastBend; + float currentBendTarget; + bool bentInLastFrame; + + SpriteRenderer sr; + static Material defaultMaterial; + + int rotationId; + + void Start() + { + //Initialize Variables: + collidersInside = new HashSet(); + boxCollider = GetComponent(); + sr = GetComponent(); + runtimeMaterial = sr.material; + + if(defaultMaterial == null) + { + if (customMaterial) + { + defaultMaterial = inactiveMaterial; + } + else + { + defaultMaterial = new Material(Shader.Find(inactiveShader)); + } + } + + if(hyperPerformanceMode) + { + sr.material = defaultMaterial; + + if(randomOffsetZ) + { + //Prevent Resorting: + Vector3 position = transform.position; + position.z += Random.value * 0.1f; + transform.position = position; + } + } + + if(randomizeWiggle && runtimeMaterial != null) + { + float wiggleFrequency = runtimeMaterial.GetFloat("_WiggleFrequency") * (0.9f + 0.2f * Random.value); + runtimeMaterial.SetFloat("_WiggleFrequency", wiggleFrequency); + } + + rotationId = Shader.PropertyToID("_WindRotation"); + } + + void FixedUpdate() + { + if (isActive == false) return; + + Vector2 localPosition = new Vector2(0, -1000000); + + foreach(Collider2D collider in collidersInside) + { + if(collider != null) + { + if(localPosition.y < -99999) + { + localPosition = collider.bounds.center - transform.position; //Collider Position + } + else + { + if (!newDirection) { + Vector2 newLocalPosition = (collider.bounds.center - transform.position); + if((currentRotationDirection < 0 && newLocalPosition.x > localPosition.x) || (currentRotationDirection > 0 && newLocalPosition.x < localPosition.x)) + { + localPosition = newLocalPosition; //Take most heavy position + } + } + else + { + localPosition = ((Vector2)(collider.bounds.center - transform.position) + localPosition) * 0.5f; //Position Deviation (multiple colliders) + } + } + } + } + + if (localPosition.y > -99999) //Colliders are interacting with the wind sprite. + { + //Bend Direction: + if (newDirection) + { + if(localPosition.x < 0) + { + currentRotationDirection = -1; + }else + { + currentRotationDirection = 1; + } + + newDirection = false; + } + + //Bend Target: + float targetBending = 0; + if(currentRotationDirection < 0) + { + targetBending = Mathf.Clamp01((localPosition.x + boxCollider.size.x * 0.5f) / boxCollider.size.x); + } + else + { + targetBending = Mathf.Clamp01((boxCollider.size.x * 0.5f - localPosition.x) / boxCollider.size.x); + } + + if(stayBent) + { + //Staying Bend: + currentBendTarget = targetBending; + } + else + { + //Temporary Bend: + bool moved = Mathf.Abs(lastPosition - localPosition.x) > Time.fixedDeltaTime * minBendSpeed; + + if(moved && lastBend != 0 && currentRotationDirection > 0 == (localPosition.x - lastPosition) > 0) + { + moved = false; + } + + if (moved || bentInLastFrame) + { + currentBendTarget = targetBending; + lastBend = targetBending; + bentInLastFrame = true; + + if (!moved) + { + bentInLastFrame = false; + } + } + else + { + currentBendTarget = Mathf.Lerp(currentBendTarget, 0, Time.fixedDeltaTime * bendInSpeed); + + if (Mathf.Abs(currentBending) < 0.01f) + { + newDirection = true; + } + } + lastPosition = localPosition.x; + } + + //Fade In Bending: + currentBending += (currentBendTarget * currentRotationDirection - currentBending) * Mathf.Min(bendInSpeed * Time.fixedDeltaTime, 1); + UpdateShader(); + } + else + { + //Fade Out Bending: + currentBending -= currentBending * Mathf.Min(bendOutSpeed * Time.fixedDeltaTime,1); + UpdateShader(); + + if (Mathf.Abs(currentBending) < 0.005f) + { + isActive = false; + lastBend = 0; + + if (hyperPerformanceMode) + { + sr.material = defaultMaterial; + } + } + } + } + + public void UpdateShader() + { + runtimeMaterial.SetFloat(rotationId, -1f * currentBending * rotationFactor); + } + + void OnTriggerEnter2D(Collider2D collision) + { + if(collidersInside.Count == 0 || Mathf.Abs(currentBending) < 0.2f) + { + newDirection = true; + } + + collidersInside.Add(collision); + + if (hyperPerformanceMode && isActive == false) + { + sr.material = runtimeMaterial; + } + isActive = true; + } + void OnTriggerExit2D(Collider2D collision) + { + if (collidersInside.Contains(collision)) + { + collidersInside.Remove(collision); + } + } + + //Other: + public static void DefaultCollider(BoxCollider2D box) + { + box.isTrigger = true; + box.size = new Vector2(2, 1); + box.offset = new Vector2(0, -0.5f); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta new file mode 100644 index 00000000..939e817d --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9fa14830c2cebb942b11ced84dbab634 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs new file mode 100644 index 00000000..b822d549 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate +{ + [AddComponentMenu("Sprite Shaders Ultimate/Wind/Wind Manager")] + public class WindManagerSSU : MonoBehaviour + { + [Header("Settings:")] + + [Tooltip("Smaller values will result in more frequent changes in wind.")] + public float windNoiseScale = 0.1f; + private float lastWindNoiseScale; + + [Tooltip("Speed at which the wind pattern moves horizontally.")] + public float windNoiseSpeed = 1; + + [Tooltip("The wind intensity will be between this value and 'Wind Intensity To'.")] + public float windIntensityFrom = -0.4f; + private float lastWindIntensityFrom; + + [Tooltip("The wind intensity will be between this value and 'Wind Intensity From'.")] + public float windIntensityTo = 0.4f; + private float lastWindIntensityTo; + + //Runtime: + float currentTime; + + void Start() + { + currentTime = 0; + } + + void FixedUpdate() + { + ModifyIfChanged(ref windNoiseScale,ref lastWindNoiseScale, "WindNoiseScale"); + ModifyIfChanged(ref windIntensityFrom, ref lastWindIntensityFrom, "WindMinIntensity"); + ModifyIfChanged(ref windIntensityTo, ref lastWindIntensityTo, "WindMaxIntensity"); + + currentTime += Time.fixedDeltaTime * windNoiseSpeed; + Shader.SetGlobalFloat("WindTime", currentTime); + } + + public void ModifyIfChanged(ref float currentValue, ref float oldValue, string globalShaderName) + { + if(oldValue != currentValue) + { + oldValue = currentValue; + Shader.SetGlobalFloat(globalShaderName, currentValue); + } + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta new file mode 100644 index 00000000..24faf29a --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 22dc68242d36c804f80751218b65e768 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 394972c0895cd9d49a5892a6c9c9ac2d, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs new file mode 100644 index 00000000..8595f097 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate +{ + [AddComponentMenu("Sprite Shaders Ultimate/Wind/Wind Parallax")] + public class WindParallaxSSU : MonoBehaviour + { + float originalXPosition; + + void Awake() + { + originalXPosition = transform.position.x; + } + + void Start() + { + GetComponent().material.SetFloat("_WindXPosition", originalXPosition); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta new file mode 100644 index 00000000..24a2f9e3 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1335c4c1d648f6e48b60f23fa12ffe6c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal.meta new file mode 100644 index 00000000..a6db2a33 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f8baf89b1a6f77545bf15db50bef3e20 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs new file mode 100644 index 00000000..ebb86586 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate +{ + [DisallowMultipleComponent()] + public class InstancerSSU : MonoBehaviour + { + //To prevent multiple components of subtypes. + [HideInInspector] + public Material runtimeMaterial; + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta new file mode 100644 index 00000000..de305549 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5ac0813f31f62c647b0b7f5dac41c00b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: -53 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs new file mode 100644 index 00000000..c61c75f1 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace SpriteShadersUltimate +{ + [AddComponentMenu("Sprite Shaders Ultimate/Utility/Material Instancer SSU")] + public class MaterialInstancerSSU : InstancerSSU + { + void Awake() + { + Graphic graphic = GetComponent(); + if(graphic != null) + { + graphic.material = Instantiate(graphic.material); + runtimeMaterial = graphic.materialForRendering; + } + + Renderer renderer = GetComponent(); + if(renderer != null) + { + Material[] materials = renderer.sharedMaterials; + for(int n = 0; n < materials.Length; n++) + { + materials[n] = Instantiate(materials[n]); + } + + renderer.materials = renderer.sharedMaterials = materials; + runtimeMaterial = materials[0]; + } + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta new file mode 100644 index 00000000..4d7c83d0 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: acc1d25ff055c2e489d4dc7aa2ba53c6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: -56 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs new file mode 100644 index 00000000..6b17ff11 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs @@ -0,0 +1,283 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace SpriteShadersUltimate +{ + [AddComponentMenu("Sprite Shaders Ultimate/Utility/Shader Fader SSU")] + public class ShaderFaderSSU : MonoBehaviour + { + //Fading: + public bool automaticFading = true; + public bool isFaded; + [Range(0, 1)] + public float fadeValue = 0f; + [Min(0.01f)] + public float duration = 2f; + public bool unscaledTime; + public AnimationCurve fadeCurve = new AnimationCurve(new Keyframe(0, 0, 0, 0, 0.55f, 0.55f), new Keyframe(1, 1, 0, 0, 0.55f, 0.55f)); + + //Materials: + public bool getChildObjects = true; + public bool poolMaterials = true; + public List renderers = new List(); + public List graphics = new List(); + + //Properties: + public List floatProperties = new List(); + public List vectorProperties = new List(); + public List colorProperties = new List(); + + //Internal: + HashSet materials; + Dictionary materialPool; + float lastFadeValue; + + void Start() + { + ReloadMaterials(); + } + + void Update() + { + //Fade: + if(automaticFading) + { + if(isFaded) + { + float speed = 1f / duration; + fadeValue += unscaledTime ? Time.unscaledDeltaTime * speed : Time.deltaTime * speed; + if(fadeValue > 1f) + { + fadeValue = 1f; + } + } + else + { + float speed = 1f / duration; + fadeValue -= unscaledTime ? Time.unscaledDeltaTime * speed : Time.deltaTime * speed; + if (fadeValue < 0f) + { + fadeValue = 0f; + } + } + } + + //Update Materials: + if(lastFadeValue != fadeValue) + { + lastFadeValue = fadeValue; + UpdateMaterials(); + } + } + + public void UpdateMaterials() + { + foreach (Material mat in materials) + { + UpdateSingleMaterial(mat, fadeValue); + } + } + + public void UpdateSingleMaterial(Material mat, float fadeFactor) + { + foreach (FloatFaderSSU floatProperty in floatProperties) + { + mat.SetFloat(floatProperty.propertyName, Mathf.LerpUnclamped(floatProperty.fromValue, floatProperty.toValue, ApplyTimeRange(fadeFactor, floatProperty.fromTime, floatProperty.toTime))); + } + foreach (VectorFaderSSU vectorProperty in vectorProperties) + { + mat.SetColor(vectorProperty.propertyName, Vector4.LerpUnclamped(vectorProperty.fromValue, vectorProperty.toValue, ApplyTimeRange(fadeFactor, vectorProperty.fromTime, vectorProperty.toTime))); + } + foreach (ColorFaderSSU colorProperty in colorProperties) + { + mat.SetColor(colorProperty.propertyName, Color.LerpUnclamped(colorProperty.fromValue, colorProperty.toValue, ApplyTimeRange(fadeFactor, colorProperty.fromTime, colorProperty.toTime))); + } + } + + float ApplyTimeRange(float fadeFactor, float fromTime, float toTime) + { + return fadeCurve.Evaluate(Mathf.Clamp01((fadeFactor - fromTime) / (toTime - fromTime))); + } + + #region Get Materials + public void ReloadMaterials() + { + //Initialize: + materials = new HashSet(); + materialPool = new Dictionary(); + lastFadeValue = -1; + + //Get Materials: + if (getChildObjects) + { + //Auto Renderers: + foreach (Renderer renderer in gameObject.GetComponentsInChildren(true)) + { + GetMaterialFromRenderer(renderer); + } + + //Auto Graphics: + foreach (Graphic graphic in gameObject.GetComponentsInChildren(true)) + { + GetMaterialFromGraphic(graphic); + } + } + else + { + //Manual Renderers: + if (renderers != null) + { + foreach (Renderer renderer in renderers) + { + if (renderer != null) + { + GetMaterialFromRenderer(renderer); + } + } + } + + //Manual Graphics: + if (graphics != null) + { + foreach (Graphic graphic in graphics) + { + if (graphic != null) + { + GetMaterialFromGraphic(graphic); + } + } + } + } + } + + void GetMaterialFromRenderer(Renderer renderer) + { + InstancerSSU instancer = renderer.GetComponent(); + if (instancer != null) + { + materials.Add(instancer.runtimeMaterial); + } + else + { + Material mat = renderer.material = InstantiateMaterial(renderer.material); + materials.Add(mat); + renderer.gameObject.AddComponent().runtimeMaterial = mat; + } + } + + void GetMaterialFromGraphic(Graphic graphic) + { + InstancerSSU instancer = graphic.GetComponent(); + if (instancer != null) + { + materials.Add(instancer.runtimeMaterial); + } + else + { + Material mat = graphic.material = InstantiateMaterial(graphic.material); + materials.Add(mat); + graphic.gameObject.AddComponent().runtimeMaterial = mat; + } + } + + Material InstantiateMaterial(Material sharedMaterial) + { + if(poolMaterials) + { + if (materialPool.ContainsKey(sharedMaterial)) + { + return materialPool[sharedMaterial]; + } + else + { + Material newMaterial = Instantiate(sharedMaterial); + newMaterial.name = sharedMaterial + " (Instance)"; + materialPool.Add(sharedMaterial, newMaterial); + return newMaterial; + } + } + else + { + return Instantiate(sharedMaterial); + } + } + #endregion + } + + [System.Serializable] + public class BaseFaderSSU + { + public BaseFaderSSU() + { + toTime = 1; + } + + [Header("Property Name:")] + public string propertyName; + + [Header("Time:")] + [Range(0, 1)] + public float fromTime = 0f; + [Range(0, 1)] + public float toTime = 1f; + } + + [System.Serializable] + public class FloatFaderSSU : BaseFaderSSU + { + [Header("Range:")] + public float fromValue; + public float toValue; + + public FloatFaderSSU(string newName, float newFrom, float newTo) + { + propertyName = newName; + fromValue = newFrom; + toValue = newTo; + + fromTime = 0f; + toTime = 1f; + } + } + + [System.Serializable] + public class VectorFaderSSU : BaseFaderSSU + { + [Header("Range:")] + public Vector4 fromValue; + public Vector4 toValue; + + public VectorFaderSSU(string newName, Vector4 newFrom, Vector4 newTo) + { + propertyName = newName; + fromValue = newFrom; + toValue = newTo; + + fromTime = 0f; + toTime = 1f; + } + } + + [System.Serializable] + public class ColorFaderSSU : BaseFaderSSU + { + [Header("Range:")] + [ColorUsage(true,true)] + public Color fromValue; + [ColorUsage(true, true)] + public Color toValue; + + public ColorFaderSSU(string newName, Color newFrom, Color newTo) + { + propertyName = newName; + fromValue = newFrom; + toValue = newTo; + + fromTime = 0f; + toTime = 1f; + } + } +} + diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta new file mode 100644 index 00000000..3d1f3d90 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1be17ea779db4d488223bdbda37a9a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: -52 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs new file mode 100644 index 00000000..0d91fcd5 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs @@ -0,0 +1,100 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace SpriteShadersUltimate +{ + /// + /// Attach this to sprite renderers or images with a sprite shaders ultimate material. + /// Enable Sprite Sheet Fix and let this component update the Sprite Sheet Rect variable. + /// + [AddComponentMenu("Sprite Shaders Ultimate/Utility/Sprite Sheet SSU")] + public class SpriteSheetSSU : MonoBehaviour + { + public bool updateChanges = false; + + SpriteRenderer spriteRenderer; + Image image; + Sprite lastSprite; + + void Awake() + { + //References: + spriteRenderer = GetComponent(); + image = GetComponent(); + + //Instantiate Image: + if(image != null && GetComponent() == null) + { + image.material = Instantiate(image.material); + } + } + + void Start() + { + //Update Rect: + UpdateSpriteRect(); + + //Disable if updateChanges is disabled. + if (updateChanges == false) + { + enabled = false; + } + } + + void LateUpdate() + { + if((spriteRenderer != null && lastSprite != spriteRenderer.sprite) || (image != null && lastSprite != image.sprite)) + { + UpdateSpriteRect(); + } + } + + public void UpdateSpriteRect() + { + if (spriteRenderer != null) + { + lastSprite = spriteRenderer.sprite; + } + else if (image != null) + { + lastSprite = image.sprite; + } + + if (lastSprite != null) + { + if (spriteRenderer != null) + { + spriteRenderer.material.SetVector("_SpriteSheetRect", GetSheetVector(lastSprite)); + } + else if (image != null) + { + image.materialForRendering.SetVector("_SpriteSheetRect", GetSheetVector(lastSprite)); + } + } + } + + public static Vector4 GetSheetVector(Sprite sprite) + { + //Get rect in texture. + Rect rect = default; + try + { + rect = sprite.textureRect; + } + catch + { + rect = sprite.rect; + } + + Texture text = sprite.texture; + float width = text.width; + float height = text.height; + Vector2 minVector = rect.min; + Vector2 maxVector = rect.max; + + return new Vector4(minVector.x / width, minVector.y / height, maxVector.x / width, maxVector.y / height); + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta new file mode 100644 index 00000000..972c9719 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 24a7927b56536a04982ba493224115f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs new file mode 100644 index 00000000..e0d1375b --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SpriteShadersUltimate +{ + [AddComponentMenu("Sprite Shaders Ultimate/Utility/Unscaled Time SSU")] + [ExecuteAlways] + public class UnscaledTimeSSU : MonoBehaviour + { + public bool dontDestroyOnLoad; + + void Awake() + { + if(dontDestroyOnLoad && Application.isPlaying) + { + DontDestroyOnLoad(gameObject); + } + } + + void Update() + { + Shader.SetGlobalFloat("UnscaledTime", Time.unscaledTime); + } + } +} diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta new file mode 100644 index 00000000..eef5a0bc --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 67744be52d398cb4ba4463714b4b4ac4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders.meta new file mode 100644 index 00000000..2e04ba6a --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f392aa346984681409716a5b52de9c11 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader new file mode 100644 index 00000000..ce05684c --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader @@ -0,0 +1,16795 @@ +// Made with Amplify Shader Editor v1.9.9.3 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/2D Lit URP SSU" +{ + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + _MainTex( "MainTex", 2D ) = "white" {} + _MaskMap( "Mask Map", 2D ) = "white" {} + _MaskBrightness( "Mask Brightness", Float ) = 1 + _NormalMap( "Normal Map", 2D ) = "bump" {} + _NormalIntensity( "Normal Intensity", Float ) = 1 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" } + + Cull Off + + HLSLINCLUDE + #pragma target 2.0 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + ENDHLSL + + + Pass + { + Name "Sprite Lit" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE + + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 + #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define ATTRIBUTES_NEED_TEXCOORD0 + #define ATTRIBUTES_NEED_COLOR + #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT + #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT + #define VARYINGS_NEED_POSITION_WS + #define VARYINGS_NEED_TEXCOORD0 + #define VARYINGS_NEED_COLOR + #define VARYINGS_NEED_SCREENPOSITION + #define FEATURES_GRAPH_VERTEX + + #define SHADERPASS SHADERPASS_SPRITELIT + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" + + #if USE_SHAPE_LIGHT_TYPE_0 + SHAPE_LIGHT(0) + #endif + + #if USE_SHAPE_LIGHT_TYPE_1 + SHAPE_LIGHT(1) + #endif + + #if USE_SHAPE_LIGHT_TYPE_2 + SHAPE_LIGHT(2) + #endif + + #if USE_SHAPE_LIGHT_TYPE_3 + SHAPE_LIGHT(3) + #endif + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _MaskMap; + sampler2D _NormalMap; + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float4 screenPosition : TEXCOORD2; + float3 positionWS : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if ETC1_EXTERNAL_ALPHA + TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex); + float _EnableAlphaTexture; + #endif + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11716( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11714( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11678( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11718( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11761( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11789( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11808( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11835( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11830( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11831( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11823( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11821( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11822( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11817( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11852( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11871( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11877( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11897 = fixedUV475; + float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11900 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + float temp_output_8_0_g11900 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11900 = ( ( sin( ( temp_output_8_0_g11900 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11900 ); + #else + float2 staticSwitch4_g11900 = temp_output_2_0_g11900; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11901 = temp_output_8_0_g11900; + float3 rotatedValue21_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11901 * _VibrateRotation ) ); + float2 staticSwitch6_g11900 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11901 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy ) + staticSwitch4_g11900 ); + #else + float2 staticSwitch6_g11900 = staticSwitch4_g11900; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11900 = ( staticSwitch6_g11900 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11900 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11900 = staticSwitch6_g11900; + #endif + float2 temp_output_424_0 = staticSwitch10_g11900; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord4 = screenPos; + + o.ase_texcoord5 = float4(v.positionOS,1); + o.ase_color = v.color; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + + o.positionCS = vertexInput.positionCS; + o.positionWS = vertexInput.positionWS; + o.texCoord0 = v.uv0; + o.color = v.color; + o.screenPosition = vertexInput.positionNDC; + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + float4 positionCS = IN.positionCS; + float3 positionWS = IN.positionWS; + + float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord4; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11675 = unity_OrthoParams.y; + float temp_output_8_0_g11675 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2 ) ) + positionWS.y ) / temp_output_81_0_g11675 ); + float2 temp_cast_4 = (temp_output_8_0_g11675).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float clampResult75_g11675 = clamp( localMyCustomExpression16_g11677 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11675).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 ); + float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11719 = staticSwitch62; + float2 temp_output_26_0_g11719 = shaderPosition235; + float temp_output_25_0_g11719 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); + float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #else + float staticSwitch29_g11726 = _UVDistortFade; + #endif + float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); + #else + float2 staticSwitch5_g11719 = temp_output_1_0_g11719; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11725 = staticSwitch5_g11719; + float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11719 = staticSwitch5_g11719; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; + #else + float2 staticSwitch9_g11719 = staticSwitch7_g11719; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; + #else + float2 staticSwitch16_g11719 = staticSwitch9_g11719; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); + #else + float2 staticSwitch14_g11719 = staticSwitch16_g11719; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11719 = clampResult46_g11721; + #else + float2 staticSwitch4_g11719 = staticSwitch14_g11719; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11719 = staticSwitch4_g11719; + #endif + float2 temp_output_1_0_g11730 = staticSwitch24_g11719; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); + #else + float staticSwitch18_g11730 = temp_output_7_0_g11730; + #endif + float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); + float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); + #else + float2 staticSwitch13_g11730 = temp_output_1_0_g11730; + #endif + float2 temp_output_484_0 = staticSwitch13_g11730; + float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11731 = staticSwitch485; + float2 break11_g11731 = float2( 0,0 ); + float2 break10_g11731 = float2( 1,1 ); + float2 break9_g11731 = spriteRectMin376; + float2 break8_g11731 = spriteRectMax377; + float2 appendResult15_g11731 = (float2( (break9_g11731.x + ( break14_g11731.x - break11_g11731.x ) * ( break8_g11731.x - break9_g11731.x ) / ( break10_g11731.x - break11_g11731.x ) ) , (break9_g11731.y + ( break14_g11731.y - break11_g11731.y ) * ( break8_g11731.y - break9_g11731.y ) / ( break10_g11731.y - break11_g11731.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11753 = originalColor191; + float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float2 temp_output_7_0_g11753 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); + float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); + float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); + float4 staticSwitch2_g11753 = appendResult31_g11754; + #else + float4 staticSwitch2_g11753 = temp_output_1_0_g11753; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11756 = staticSwitch2_g11753; + float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; + float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult37_g11756 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11753 = appendResult13_g11756; + #else + float4 staticSwitch3_g11753 = staticSwitch2_g11753; + #endif + float4 temp_output_1_0_g11758 = staticSwitch3_g11753; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; + float2 appendResult4_g11759 = (float2(positionWS.x , positionWS.y)); + float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); + float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); + float4 staticSwitch2_g11758 = appendResult42_g11759; + #else + float4 staticSwitch2_g11758 = temp_output_1_0_g11758; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11760 = finalUV146; + float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); + float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); + float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); + float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); + float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); + #else + float4 staticSwitch6_g11758 = staticSwitch2_g11758; + #endif + float4 temp_output_3_0_g11762 = staticSwitch6_g11758; + float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; + float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); + float2 temp_output_1_0_g11762 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch81_g11794 = appendResult91_g11794; + #endif + float3 break82_g11794 = (staticSwitch81_g11794).xyz; + float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); + float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); + float4 break2_g11795 = temp_output_1_0_g11794; + float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); + float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); + float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); + float4 staticSwitch43_g11762 = appendResult30_g11794; + #else + float4 staticSwitch43_g11762 = temp_output_3_0_g11762; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11792 = staticSwitch43_g11762; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch62_g11792 = temp_output_1_0_g11792; + #endif + float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); + float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.8333333 ) + ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.6666667 ) + ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11792 = ifLocalVar46_g11792; + float4 ifLocalVar47_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.3333333 ) + ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.1666667 ) + ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11792 = ifLocalVar47_g11792; + float4 ifLocalVar35_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.5 ) + ifLocalVar35_g11792 = ifLocalVar44_g11792; + else + ifLocalVar35_g11792 = ifLocalVar45_g11792; + float4 break55_g11792 = ifLocalVar35_g11792; + float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); + float4 break2_g11793 = temp_output_1_0_g11792; + float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); + float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch9_g11762 = appendResult30_g11792; + #else + float4 staticSwitch9_g11762 = staticSwitch43_g11762; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11766 = staticSwitch9_g11762; + float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; + float3 In115_g11766 = temp_output_2_0_g11766; + float3 From115_g11766 = (_ColorReplaceFromColor).rgb; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 To115_g11766 = ( pow( max( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11766 = _ColorReplaceSmoothness; + float Range115_g11766 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); + float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); + float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch29_g11762 = appendResult4_g11766; + #else + float4 staticSwitch29_g11762 = staticSwitch9_g11762; + #endif + float4 temp_output_1_0_g11779 = staticSwitch29_g11762; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; + float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); + float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); + float4 staticSwitch4_g11779 = appendResult8_g11779; + #else + float4 staticSwitch4_g11779 = temp_output_1_0_g11779; + #endif + float4 temp_output_57_0_g11762 = staticSwitch4_g11779; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11802 = (float4(pow( max( (temp_output_1_0_g11802).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11802.a)); + float4 staticSwitch32_g11762 = appendResult4_g11802; + #else + float4 staticSwitch32_g11762 = temp_output_57_0_g11762; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11777 = staticSwitch32_g11762; + float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); + float4 staticSwitch33_g11762 = appendResult6_g11777; + #else + float4 staticSwitch33_g11762 = staticSwitch32_g11762; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11778 = staticSwitch33_g11762; + float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); + float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); + float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); + float4 staticSwitch36_g11762 = appendResult8_g11778; + #else + float4 staticSwitch36_g11762 = staticSwitch33_g11762; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11796 = staticSwitch36_g11762; + float4 break2_g11797 = temp_output_1_0_g11796; + float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); + float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); + float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( max( temp_output_3_0_g11796 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); + float4 staticSwitch30_g11762 = appendResult18_g11796; + #else + float4 staticSwitch30_g11762 = staticSwitch36_g11762; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11774 = staticSwitch30_g11762; + float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; + float4 break12_g11774 = temp_output_1_0_g11774; + float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); + float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); + float4 staticSwitch20_g11762 = appendResult11_g11774; + #else + float4 staticSwitch20_g11762 = staticSwitch30_g11762; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11788 = staticSwitch20_g11762; + float4 break2_g11790 = temp_output_1_0_g11788; + float2 temp_output_65_0_g11788 = shaderPosition235; + float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); + float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); + float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); + float4 staticSwitch17_g11762 = appendResult9_g11788; + #else + float4 staticSwitch17_g11762 = staticSwitch20_g11762; + #endif + float temp_output_39_0_g11762 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11780 = staticSwitch17_g11762; + float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); + float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); + float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch19_g11762 = appendResult6_g11780; + #else + float4 staticSwitch19_g11762 = staticSwitch17_g11762; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11784 = staticSwitch19_g11762; + float4 break2_g11786 = temp_output_1_0_g11784; + float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); + #else + float staticSwitch33_g11784 = _AddHueFade; + #endif + float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( max( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); + float4 staticSwitch23_g11762 = appendResult6_g11784; + #else + float4 staticSwitch23_g11762 = staticSwitch19_g11762; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11781 = staticSwitch23_g11762; + float4 break2_g11782 = temp_output_1_0_g11781; + float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); + #else + float3 staticSwitch27_g11781 = temp_output_13_0_g11781; + #endif + float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( max( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); + float4 staticSwitch28_g11762 = appendResult21_g11781; + #else + float4 staticSwitch28_g11762 = staticSwitch23_g11762; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11769 = staticSwitch28_g11762; + float4 break2_g11770 = temp_output_1_0_g11769; + float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; + float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); + float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); + float4 staticSwitch38_g11762 = appendResult8_g11769; + #else + float4 staticSwitch38_g11762 = staticSwitch28_g11762; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11771 = staticSwitch38_g11762; + float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; + float temp_output_179_0_g11771 = temp_output_39_0_g11762; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); + #else + float3 staticSwitch187_g11771 = temp_output_82_0_g11771; + #endif + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11771 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); + float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); + float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); + float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); + #else + float staticSwitch188_g11771 = temp_output_15_0_g11771.a; + #endif + float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); + float4 staticSwitch12_g11762 = appendResult177_g11771; + #else + float4 staticSwitch12_g11762 = staticSwitch38_g11762; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11799 = staticSwitch12_g11762; + float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; + float temp_output_186_0_g11799 = temp_output_39_0_g11762; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); + #else + float3 staticSwitch199_g11799 = temp_output_82_0_g11799; + #endif + float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11799 = 1.0; + #else + float staticSwitch203_g11799 = temp_output_182_0_g11799; + #endif + float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); + float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11799 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); + float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); + float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); + #else + float staticSwitch200_g11799 = lerpResult168_g11799; + #endif + float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); + float4 staticSwitch13_g11762 = appendResult174_g11799; + #else + float4 staticSwitch13_g11762 = staticSwitch12_g11762; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11776 = staticSwitch13_g11762; + float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); + #else + float3 staticSwitch199_g11776 = temp_output_82_0_g11776; + #endif + float temp_output_213_0_g11776 = ( _PixelOutlineFade * step( temp_output_15_0_g11776.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( temp_output_213_0_g11776 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11776 = 1.0; + #else + float staticSwitch203_g11776 = temp_output_182_0_g11776; + #endif + float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); + float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); + float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); + float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11776); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); + #else + float staticSwitch200_g11776 = lerpResult168_g11776; + #endif + float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); + float4 staticSwitch48_g11762 = appendResult174_g11776; + #else + float4 staticSwitch48_g11762 = staticSwitch13_g11762; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11763 = staticSwitch48_g11762; + float4 break2_g11764 = temp_output_5_0_g11763; + float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); + float4 staticSwitch46_g11762 = appendResult12_g11763; + #else + float4 staticSwitch46_g11762 = staticSwitch48_g11762; + #endif + float4 temp_output_361_0 = staticSwitch46_g11762; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11804 = temp_output_361_0; + float4 break2_g11805 = temp_output_1_0_g11804; + float temp_output_44_0_g11804 = unity_OrthoParams.y; + float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11804 * 0.2 ) ) + positionWS.y ) / temp_output_44_0_g11804 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); + float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11804; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11807 = staticSwitch56; + float4 break2_g11809 = temp_output_1_0_g11807; + float temp_output_34_0_g11807 = shaderTime237; + float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); + float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); + float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch57 = appendResult27_g11807; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11811 = staticSwitch57; + float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; + float2 temp_output_41_0_g11811 = shaderPosition235; + float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; + float temp_output_40_0_g11811 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); + #else + float2 staticSwitch101_g11841 = temp_output_99_0_g11841; + #endif + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); + float4 break2_g11844 = temp_output_1_0_g11841; + float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( max( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); + float4 staticSwitch26_g11811 = appendResult7_g11841; + #else + float4 staticSwitch26_g11811 = temp_output_3_0_g11811; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11834 = staticSwitch26_g11811; + float temp_output_59_0_g11834 = temp_output_40_0_g11811; + float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; + float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + float4 break2_g11836 = temp_output_1_0_g11834; + float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); + float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); + #else + float staticSwitch60_g11834 = _MetalFade; + #endif + float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); + float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); + float4 staticSwitch28_g11811 = appendResult8_g11834; + #else + float4 staticSwitch28_g11811 = staticSwitch26_g11811; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11826 = staticSwitch28_g11811; + float4 break2_g11827 = temp_output_1_0_g11826; + float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); + float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float temp_output_73_0_g11826 = temp_output_40_0_g11811; + float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); + float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); + float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); + float4 staticSwitch29_g11811 = appendResult26_g11826; + #else + float4 staticSwitch29_g11811 = staticSwitch28_g11811; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11820 = staticSwitch29_g11811; + float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; + float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); + float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; + float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); + float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); + float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); + float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); + float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); + float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( max( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); + float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch32_g11811 = appendResult43_g11820; + #else + float4 staticSwitch32_g11811 = staticSwitch29_g11811; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; + float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); + float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); + float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11816 = staticSwitch32_g11811; + float4 break2_g11818 = temp_output_1_0_g11816; + float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); + float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); + float4 staticSwitch34_g11811 = appendResult29_g11816; + #else + float4 staticSwitch34_g11811 = staticSwitch32_g11811; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11812 = staticSwitch34_g11811; + float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; + float4 break2_g11814 = temp_output_1_0_g11812; + float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; + float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); + #else + float staticSwitch98_g11812 = _ShineFade; + #endif + float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( max( lerpResult92_g11812 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); + float4 staticSwitch36_g11811 = appendResult8_g11812; + #else + float4 staticSwitch36_g11811 = staticSwitch34_g11811; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11847 = temp_output_40_0_g11811; + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11847 = staticSwitch36_g11811; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); + float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11847 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); + float4 staticSwitch39_g11811 = appendResult27_g11847; + #else + float4 staticSwitch39_g11811 = staticSwitch36_g11811; + #endif + float4 temp_output_10_0_g11851 = staticSwitch39_g11811; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; + float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; + float temp_output_1_0_g11851 = temp_output_40_0_g11811; + float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); + float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); + float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); + float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); + float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11851 = hsvTorgb53_g11851; + #else + float3 staticSwitch50_g11851 = lerpResult42_g11851; + #endif + float4 break2_g11853 = temp_output_10_0_g11851; + float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( max( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11851 = lerpResult44_g11851; + #else + float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); + #endif + float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); + float4 staticSwitch11_g11851 = appendResult19_g11851; + #else + float4 staticSwitch11_g11851 = temp_output_10_0_g11851; + #endif + float4 temp_output_1_0_g11856 = staticSwitch11_g11851; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11856 = temp_output_1_0_g11856; + float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); + float4 break2_g11857 = temp_output_1_0_g11856; + float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); + float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11856 = hsvTorgb12_g11856; + #else + float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( max( temp_output_4_0_g11856 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); + float4 staticSwitch33_g11856 = appendResult6_g11856; + #else + float4 staticSwitch33_g11856 = temp_output_1_0_g11856; + #endif + float4 temp_output_5_0_g11863 = staticSwitch33_g11856; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11863 = temp_output_5_0_g11863; + float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); + float temp_output_27_0_g11863 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); + #else + float2 staticSwitch73_g11863 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11864 = _TextureLayer1Columns; + int Height10_g11864 = _TextureLayer1Rows; + float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11864 = float2( 0,1 ); + float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; + #else + float2 staticSwitch20_g11863 = temp_output_72_0_g11863; + #endif + float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); + float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); + float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); + float4 break2_g11865 = temp_output_5_0_g11863; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11863 = ( pow( max( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11863 ); + #else + float3 staticSwitch80_g11863 = temp_output_16_0_g11863; + #endif + float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); + float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); + float4 staticSwitch15_g11863 = appendResult14_g11863; + #else + float4 staticSwitch15_g11863 = temp_output_5_0_g11863; + #endif + float4 temp_output_5_0_g11859 = staticSwitch15_g11863; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11859 = temp_output_5_0_g11859; + float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); + float temp_output_27_0_g11859 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); + #else + float2 staticSwitch73_g11859 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11860 = _TextureLayer2Columns; + int Height10_g11860 = _TextureLayer2Rows; + float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11860 = float2( 0,1 ); + float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; + #else + float2 staticSwitch20_g11859 = temp_output_72_0_g11859; + #endif + float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); + float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); + float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); + float4 break2_g11861 = temp_output_5_0_g11859; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11859 = ( pow( max( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11859 ); + #else + float3 staticSwitch84_g11859 = temp_output_16_0_g11859; + #endif + float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); + float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); + float4 staticSwitch15_g11859 = appendResult14_g11859; + #else + float4 staticSwitch15_g11859 = temp_output_5_0_g11859; + #endif + float4 temp_output_473_0 = staticSwitch15_g11859; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11867 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11867; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11868 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11868; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11869 = staticSwitch75; + float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11869 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); + float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); + float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); + float4 staticSwitch3_g11869 = appendResult3_g11870; + #else + float4 staticSwitch3_g11869 = temp_output_1_0_g11869; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; + float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); + float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11878 = staticSwitch3_g11869; + float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); + float4 staticSwitch5_g11869 = appendResult3_g11878; + #else + float4 staticSwitch5_g11869 = staticSwitch3_g11869; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11880 = staticSwitch5_g11869; + float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); + float4 staticSwitch8_g11869 = appendResult3_g11880; + #else + float4 staticSwitch8_g11869 = staticSwitch5_g11869; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; + float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); + float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11876 = staticSwitch8_g11869; + float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); + float4 staticSwitch9_g11869 = appendResult3_g11876; + #else + float4 staticSwitch9_g11869 = staticSwitch8_g11869; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11872 = staticSwitch9_g11869; + float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; + float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11872 = rotatedValue136_g11872; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); + float4 staticSwitch11_g11869 = appendResult3_g11872; + #else + float4 staticSwitch11_g11869 = staticSwitch9_g11869; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; + float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11874 = rotatedValue136_g11874; + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); + float4 temp_output_1_0_g11874 = staticSwitch11_g11869; + float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); + float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); + float4 staticSwitch15_g11869 = appendResult3_g11874; + #else + float4 staticSwitch15_g11869 = staticSwitch11_g11869; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11882 = staticSwitch15_g11869; + float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; + float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); + float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); + float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); + float4 staticSwitch13_g11869 = appendResult3_g11882; + #else + float4 staticSwitch13_g11869 = staticSwitch15_g11869; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); + #else + float3 staticSwitch16_g11885 = temp_output_3_0_g11885; + #endif + float4 temp_output_1_0_g11885 = staticSwitch13_g11869; + float4 break2_g11887 = temp_output_1_0_g11885; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( max( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11885 = staticSwitch16_g11885; + #endif + float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); + float4 staticSwitch5_g11884 = appendResult6_g11885; + #else + float4 staticSwitch5_g11884 = staticSwitch13_g11869; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11888 = staticSwitch5_g11884; + float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); + float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); + float4 staticSwitch11_g11884 = appendResult13_g11888; + #else + float4 staticSwitch11_g11884 = staticSwitch5_g11884; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11889 = staticSwitch11_g11884; + float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); + #else + float3 staticSwitch21_g11889 = temp_output_6_0_g11889; + #endif + float4 break2_g11891 = temp_output_1_0_g11889; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11889 = ( pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11889 ); + #else + float3 staticSwitch22_g11889 = staticSwitch21_g11889; + #endif + float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); + float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); + float4 staticSwitch7_g11884 = appendResult9_g11889; + #else + float4 staticSwitch7_g11884 = staticSwitch11_g11884; + #endif + float4 temp_output_2_0_g11892 = staticSwitch7_g11884; + #ifdef _ENABLESHADOW_ON + float4 break4_g11894 = temp_output_2_0_g11892; + float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); + float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11894 = appendResult85_g11892; + float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); + float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); + float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); + float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); + float4 staticSwitch82_g11892 = appendResult18_g11894; + #else + float4 staticSwitch82_g11892 = temp_output_2_0_g11892; + #endif + float4 break4_g11895 = staticSwitch82_g11892; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11753 = 1.0; + #else + float staticSwitch8_g11753 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11753 = 1.0; + #else + float staticSwitch9_g11753 = staticSwitch8_g11753; + #endif + float customVertexAlpha193 = staticSwitch9_g11753; + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11895; + float4 temp_output_1_0_g11898 = temp_output_344_0; + float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11898.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11898; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11905 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11905 = (float4(( (temp_output_7_0_g11905).rgb / max( temp_output_7_0_g11905.a , 1E-05 ) ) , temp_output_7_0_g11905.a)); + float4 staticSwitch6_g11905 = appendResult2_g11905; + #else + float4 staticSwitch6_g11905 = temp_output_7_0_g11905; + #endif + + float2 temp_output_8_0_g11904 = finalUV146; + + float3 unpack14_g11904 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11904 ), _NormalIntensity ); + unpack14_g11904.z = lerp( 1, unpack14_g11904.z, saturate(_NormalIntensity) ); + + float4 Color = staticSwitch6_g11905; + float4 Mask = ( _MaskBrightness * tex2D( _MaskMap, temp_output_8_0_g11904 ) ); + float3 Normal = unpack14_g11904; + + #if ETC1_EXTERNAL_ALPHA + float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); + Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture); + #endif + + SurfaceData2D surfaceData; + InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); + InputData2D inputData; + InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); + SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); + return CombinedShapeLightShared(surfaceData, inputData); + + Color *= IN.color; + } + + ENDHLSL + } + + + Pass + { + + Name "Sprite Normal" + Tags { "LightMode"="NormalsRendering" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ SKINNED_SPRITE + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT + #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT + #define VARYINGS_NEED_NORMAL_WS + #define VARYINGS_NEED_TANGENT_WS + #define FEATURES_GRAPH_VERTEX + + #define SHADERPASS SHADERPASS_SPRITENORMAL + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float4 tangentWS : TEXCOORD3; + float3 bitangentWS : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_texcoord7 : TEXCOORD7; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11716( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11714( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11678( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11718( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11761( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11789( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11808( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11835( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11830( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11831( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11823( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11821( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11822( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11817( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11852( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11871( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11877( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11897 = fixedUV475; + float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11900 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + float temp_output_8_0_g11900 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11900 = ( ( sin( ( temp_output_8_0_g11900 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11900 ); + #else + float2 staticSwitch4_g11900 = temp_output_2_0_g11900; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11901 = temp_output_8_0_g11900; + float3 rotatedValue21_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11901 * _VibrateRotation ) ); + float2 staticSwitch6_g11900 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11901 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy ) + staticSwitch4_g11900 ); + #else + float2 staticSwitch6_g11900 = staticSwitch4_g11900; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11900 = ( staticSwitch6_g11900 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11900 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11900 = staticSwitch6_g11900; + #endif + float2 temp_output_424_0 = staticSwitch10_g11900; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord5 = screenPos; + o.ase_texcoord6.xyz = ase_positionWS; + + o.ase_texcoord7 = float4(v.positionOS,1); + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord6.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + + o.texCoord0 = v.uv0; + o.color = v.color; + o.positionCS = vertexInput.positionCS; + + float3 normalWS = TransformObjectToWorldNormal(v.normal); + o.normalWS = -GetViewForwardDir(); + float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); + o.tangentWS = normalize(tangentWS); + half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w; + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord5; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord6.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (IN.ase_texcoord7.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11675 = unity_OrthoParams.y; + float temp_output_8_0_g11675 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11675 ); + float2 temp_cast_4 = (temp_output_8_0_g11675).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float clampResult75_g11675 = clamp( localMyCustomExpression16_g11677 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11675).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 ); + float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11719 = staticSwitch62; + float2 temp_output_26_0_g11719 = shaderPosition235; + float temp_output_25_0_g11719 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); + float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #else + float staticSwitch29_g11726 = _UVDistortFade; + #endif + float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); + #else + float2 staticSwitch5_g11719 = temp_output_1_0_g11719; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11725 = staticSwitch5_g11719; + float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11719 = staticSwitch5_g11719; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; + #else + float2 staticSwitch9_g11719 = staticSwitch7_g11719; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; + #else + float2 staticSwitch16_g11719 = staticSwitch9_g11719; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); + #else + float2 staticSwitch14_g11719 = staticSwitch16_g11719; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11719 = clampResult46_g11721; + #else + float2 staticSwitch4_g11719 = staticSwitch14_g11719; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11719 = staticSwitch4_g11719; + #endif + float2 temp_output_1_0_g11730 = staticSwitch24_g11719; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); + #else + float staticSwitch18_g11730 = temp_output_7_0_g11730; + #endif + float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); + float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); + #else + float2 staticSwitch13_g11730 = temp_output_1_0_g11730; + #endif + float2 temp_output_484_0 = staticSwitch13_g11730; + float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11731 = staticSwitch485; + float2 break11_g11731 = float2( 0,0 ); + float2 break10_g11731 = float2( 1,1 ); + float2 break9_g11731 = spriteRectMin376; + float2 break8_g11731 = spriteRectMax377; + float2 appendResult15_g11731 = (float2( (break9_g11731.x + ( break14_g11731.x - break11_g11731.x ) * ( break8_g11731.x - break9_g11731.x ) / ( break10_g11731.x - break11_g11731.x ) ) , (break9_g11731.y + ( break14_g11731.y - break11_g11731.y ) * ( break8_g11731.y - break9_g11731.y ) / ( break10_g11731.y - break11_g11731.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11753 = originalColor191; + float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float2 temp_output_7_0_g11753 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); + float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); + float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); + float4 staticSwitch2_g11753 = appendResult31_g11754; + #else + float4 staticSwitch2_g11753 = temp_output_1_0_g11753; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11756 = staticSwitch2_g11753; + float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; + float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult37_g11756 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11753 = appendResult13_g11756; + #else + float4 staticSwitch3_g11753 = staticSwitch2_g11753; + #endif + float4 temp_output_1_0_g11758 = staticSwitch3_g11753; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; + float2 appendResult4_g11759 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); + float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); + float4 staticSwitch2_g11758 = appendResult42_g11759; + #else + float4 staticSwitch2_g11758 = temp_output_1_0_g11758; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11760 = finalUV146; + float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); + float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); + float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); + float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); + float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); + #else + float4 staticSwitch6_g11758 = staticSwitch2_g11758; + #endif + float4 temp_output_3_0_g11762 = staticSwitch6_g11758; + float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; + float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); + float2 temp_output_1_0_g11762 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch81_g11794 = appendResult91_g11794; + #endif + float3 break82_g11794 = (staticSwitch81_g11794).xyz; + float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); + float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); + float4 break2_g11795 = temp_output_1_0_g11794; + float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); + float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); + float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); + float4 staticSwitch43_g11762 = appendResult30_g11794; + #else + float4 staticSwitch43_g11762 = temp_output_3_0_g11762; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11792 = staticSwitch43_g11762; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch62_g11792 = temp_output_1_0_g11792; + #endif + float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); + float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.8333333 ) + ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.6666667 ) + ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11792 = ifLocalVar46_g11792; + float4 ifLocalVar47_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.3333333 ) + ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.1666667 ) + ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11792 = ifLocalVar47_g11792; + float4 ifLocalVar35_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.5 ) + ifLocalVar35_g11792 = ifLocalVar44_g11792; + else + ifLocalVar35_g11792 = ifLocalVar45_g11792; + float4 break55_g11792 = ifLocalVar35_g11792; + float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); + float4 break2_g11793 = temp_output_1_0_g11792; + float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); + float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch9_g11762 = appendResult30_g11792; + #else + float4 staticSwitch9_g11762 = staticSwitch43_g11762; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11766 = staticSwitch9_g11762; + float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; + float3 In115_g11766 = temp_output_2_0_g11766; + float3 From115_g11766 = (_ColorReplaceFromColor).rgb; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 To115_g11766 = ( pow( max( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11766 = _ColorReplaceSmoothness; + float Range115_g11766 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); + float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); + float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch29_g11762 = appendResult4_g11766; + #else + float4 staticSwitch29_g11762 = staticSwitch9_g11762; + #endif + float4 temp_output_1_0_g11779 = staticSwitch29_g11762; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; + float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); + float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); + float4 staticSwitch4_g11779 = appendResult8_g11779; + #else + float4 staticSwitch4_g11779 = temp_output_1_0_g11779; + #endif + float4 temp_output_57_0_g11762 = staticSwitch4_g11779; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11802 = (float4(pow( max( (temp_output_1_0_g11802).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11802.a)); + float4 staticSwitch32_g11762 = appendResult4_g11802; + #else + float4 staticSwitch32_g11762 = temp_output_57_0_g11762; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11777 = staticSwitch32_g11762; + float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); + float4 staticSwitch33_g11762 = appendResult6_g11777; + #else + float4 staticSwitch33_g11762 = staticSwitch32_g11762; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11778 = staticSwitch33_g11762; + float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); + float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); + float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); + float4 staticSwitch36_g11762 = appendResult8_g11778; + #else + float4 staticSwitch36_g11762 = staticSwitch33_g11762; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11796 = staticSwitch36_g11762; + float4 break2_g11797 = temp_output_1_0_g11796; + float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); + float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); + float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( max( temp_output_3_0_g11796 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); + float4 staticSwitch30_g11762 = appendResult18_g11796; + #else + float4 staticSwitch30_g11762 = staticSwitch36_g11762; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11774 = staticSwitch30_g11762; + float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; + float4 break12_g11774 = temp_output_1_0_g11774; + float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); + float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); + float4 staticSwitch20_g11762 = appendResult11_g11774; + #else + float4 staticSwitch20_g11762 = staticSwitch30_g11762; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11788 = staticSwitch20_g11762; + float4 break2_g11790 = temp_output_1_0_g11788; + float2 temp_output_65_0_g11788 = shaderPosition235; + float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); + float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); + float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); + float4 staticSwitch17_g11762 = appendResult9_g11788; + #else + float4 staticSwitch17_g11762 = staticSwitch20_g11762; + #endif + float temp_output_39_0_g11762 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11780 = staticSwitch17_g11762; + float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); + float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); + float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch19_g11762 = appendResult6_g11780; + #else + float4 staticSwitch19_g11762 = staticSwitch17_g11762; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11784 = staticSwitch19_g11762; + float4 break2_g11786 = temp_output_1_0_g11784; + float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); + #else + float staticSwitch33_g11784 = _AddHueFade; + #endif + float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( max( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); + float4 staticSwitch23_g11762 = appendResult6_g11784; + #else + float4 staticSwitch23_g11762 = staticSwitch19_g11762; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11781 = staticSwitch23_g11762; + float4 break2_g11782 = temp_output_1_0_g11781; + float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); + #else + float3 staticSwitch27_g11781 = temp_output_13_0_g11781; + #endif + float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( max( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); + float4 staticSwitch28_g11762 = appendResult21_g11781; + #else + float4 staticSwitch28_g11762 = staticSwitch23_g11762; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11769 = staticSwitch28_g11762; + float4 break2_g11770 = temp_output_1_0_g11769; + float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; + float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); + float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); + float4 staticSwitch38_g11762 = appendResult8_g11769; + #else + float4 staticSwitch38_g11762 = staticSwitch28_g11762; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11771 = staticSwitch38_g11762; + float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; + float temp_output_179_0_g11771 = temp_output_39_0_g11762; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); + #else + float3 staticSwitch187_g11771 = temp_output_82_0_g11771; + #endif + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11771 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); + float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); + float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); + float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); + #else + float staticSwitch188_g11771 = temp_output_15_0_g11771.a; + #endif + float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); + float4 staticSwitch12_g11762 = appendResult177_g11771; + #else + float4 staticSwitch12_g11762 = staticSwitch38_g11762; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11799 = staticSwitch12_g11762; + float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; + float temp_output_186_0_g11799 = temp_output_39_0_g11762; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); + #else + float3 staticSwitch199_g11799 = temp_output_82_0_g11799; + #endif + float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11799 = 1.0; + #else + float staticSwitch203_g11799 = temp_output_182_0_g11799; + #endif + float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); + float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11799 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); + float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); + float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); + #else + float staticSwitch200_g11799 = lerpResult168_g11799; + #endif + float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); + float4 staticSwitch13_g11762 = appendResult174_g11799; + #else + float4 staticSwitch13_g11762 = staticSwitch12_g11762; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11776 = staticSwitch13_g11762; + float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); + #else + float3 staticSwitch199_g11776 = temp_output_82_0_g11776; + #endif + float temp_output_213_0_g11776 = ( _PixelOutlineFade * step( temp_output_15_0_g11776.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( temp_output_213_0_g11776 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11776 = 1.0; + #else + float staticSwitch203_g11776 = temp_output_182_0_g11776; + #endif + float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); + float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); + float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); + float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11776); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); + #else + float staticSwitch200_g11776 = lerpResult168_g11776; + #endif + float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); + float4 staticSwitch48_g11762 = appendResult174_g11776; + #else + float4 staticSwitch48_g11762 = staticSwitch13_g11762; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11763 = staticSwitch48_g11762; + float4 break2_g11764 = temp_output_5_0_g11763; + float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); + float4 staticSwitch46_g11762 = appendResult12_g11763; + #else + float4 staticSwitch46_g11762 = staticSwitch48_g11762; + #endif + float4 temp_output_361_0 = staticSwitch46_g11762; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11804 = temp_output_361_0; + float4 break2_g11805 = temp_output_1_0_g11804; + float temp_output_44_0_g11804 = unity_OrthoParams.y; + float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11804 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11804 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); + float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11804; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11807 = staticSwitch56; + float4 break2_g11809 = temp_output_1_0_g11807; + float temp_output_34_0_g11807 = shaderTime237; + float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); + float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); + float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch57 = appendResult27_g11807; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11811 = staticSwitch57; + float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; + float2 temp_output_41_0_g11811 = shaderPosition235; + float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; + float temp_output_40_0_g11811 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); + #else + float2 staticSwitch101_g11841 = temp_output_99_0_g11841; + #endif + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); + float4 break2_g11844 = temp_output_1_0_g11841; + float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( max( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); + float4 staticSwitch26_g11811 = appendResult7_g11841; + #else + float4 staticSwitch26_g11811 = temp_output_3_0_g11811; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11834 = staticSwitch26_g11811; + float temp_output_59_0_g11834 = temp_output_40_0_g11811; + float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; + float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + float4 break2_g11836 = temp_output_1_0_g11834; + float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); + float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); + #else + float staticSwitch60_g11834 = _MetalFade; + #endif + float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); + float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); + float4 staticSwitch28_g11811 = appendResult8_g11834; + #else + float4 staticSwitch28_g11811 = staticSwitch26_g11811; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11826 = staticSwitch28_g11811; + float4 break2_g11827 = temp_output_1_0_g11826; + float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); + float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float temp_output_73_0_g11826 = temp_output_40_0_g11811; + float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); + float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); + float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); + float4 staticSwitch29_g11811 = appendResult26_g11826; + #else + float4 staticSwitch29_g11811 = staticSwitch28_g11811; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11820 = staticSwitch29_g11811; + float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; + float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); + float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; + float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); + float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); + float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); + float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); + float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); + float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( max( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); + float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch32_g11811 = appendResult43_g11820; + #else + float4 staticSwitch32_g11811 = staticSwitch29_g11811; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; + float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); + float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); + float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11816 = staticSwitch32_g11811; + float4 break2_g11818 = temp_output_1_0_g11816; + float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); + float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); + float4 staticSwitch34_g11811 = appendResult29_g11816; + #else + float4 staticSwitch34_g11811 = staticSwitch32_g11811; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11812 = staticSwitch34_g11811; + float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; + float4 break2_g11814 = temp_output_1_0_g11812; + float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; + float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); + #else + float staticSwitch98_g11812 = _ShineFade; + #endif + float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( max( lerpResult92_g11812 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); + float4 staticSwitch36_g11811 = appendResult8_g11812; + #else + float4 staticSwitch36_g11811 = staticSwitch34_g11811; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11847 = temp_output_40_0_g11811; + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11847 = staticSwitch36_g11811; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); + float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11847 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); + float4 staticSwitch39_g11811 = appendResult27_g11847; + #else + float4 staticSwitch39_g11811 = staticSwitch36_g11811; + #endif + float4 temp_output_10_0_g11851 = staticSwitch39_g11811; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; + float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; + float temp_output_1_0_g11851 = temp_output_40_0_g11811; + float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); + float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); + float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); + float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); + float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11851 = hsvTorgb53_g11851; + #else + float3 staticSwitch50_g11851 = lerpResult42_g11851; + #endif + float4 break2_g11853 = temp_output_10_0_g11851; + float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( max( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11851 = lerpResult44_g11851; + #else + float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); + #endif + float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); + float4 staticSwitch11_g11851 = appendResult19_g11851; + #else + float4 staticSwitch11_g11851 = temp_output_10_0_g11851; + #endif + float4 temp_output_1_0_g11856 = staticSwitch11_g11851; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11856 = temp_output_1_0_g11856; + float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); + float4 break2_g11857 = temp_output_1_0_g11856; + float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); + float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11856 = hsvTorgb12_g11856; + #else + float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( max( temp_output_4_0_g11856 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); + float4 staticSwitch33_g11856 = appendResult6_g11856; + #else + float4 staticSwitch33_g11856 = temp_output_1_0_g11856; + #endif + float4 temp_output_5_0_g11863 = staticSwitch33_g11856; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11863 = temp_output_5_0_g11863; + float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); + float temp_output_27_0_g11863 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); + #else + float2 staticSwitch73_g11863 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11864 = _TextureLayer1Columns; + int Height10_g11864 = _TextureLayer1Rows; + float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11864 = float2( 0,1 ); + float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; + #else + float2 staticSwitch20_g11863 = temp_output_72_0_g11863; + #endif + float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); + float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); + float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); + float4 break2_g11865 = temp_output_5_0_g11863; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11863 = ( pow( max( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11863 ); + #else + float3 staticSwitch80_g11863 = temp_output_16_0_g11863; + #endif + float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); + float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); + float4 staticSwitch15_g11863 = appendResult14_g11863; + #else + float4 staticSwitch15_g11863 = temp_output_5_0_g11863; + #endif + float4 temp_output_5_0_g11859 = staticSwitch15_g11863; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11859 = temp_output_5_0_g11859; + float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); + float temp_output_27_0_g11859 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); + #else + float2 staticSwitch73_g11859 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11860 = _TextureLayer2Columns; + int Height10_g11860 = _TextureLayer2Rows; + float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11860 = float2( 0,1 ); + float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; + #else + float2 staticSwitch20_g11859 = temp_output_72_0_g11859; + #endif + float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); + float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); + float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); + float4 break2_g11861 = temp_output_5_0_g11859; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11859 = ( pow( max( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11859 ); + #else + float3 staticSwitch84_g11859 = temp_output_16_0_g11859; + #endif + float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); + float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); + float4 staticSwitch15_g11859 = appendResult14_g11859; + #else + float4 staticSwitch15_g11859 = temp_output_5_0_g11859; + #endif + float4 temp_output_473_0 = staticSwitch15_g11859; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11867 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11867; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11868 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11868; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11869 = staticSwitch75; + float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11869 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); + float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); + float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); + float4 staticSwitch3_g11869 = appendResult3_g11870; + #else + float4 staticSwitch3_g11869 = temp_output_1_0_g11869; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; + float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); + float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11878 = staticSwitch3_g11869; + float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); + float4 staticSwitch5_g11869 = appendResult3_g11878; + #else + float4 staticSwitch5_g11869 = staticSwitch3_g11869; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11880 = staticSwitch5_g11869; + float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); + float4 staticSwitch8_g11869 = appendResult3_g11880; + #else + float4 staticSwitch8_g11869 = staticSwitch5_g11869; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; + float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); + float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11876 = staticSwitch8_g11869; + float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); + float4 staticSwitch9_g11869 = appendResult3_g11876; + #else + float4 staticSwitch9_g11869 = staticSwitch8_g11869; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11872 = staticSwitch9_g11869; + float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; + float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11872 = rotatedValue136_g11872; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); + float4 staticSwitch11_g11869 = appendResult3_g11872; + #else + float4 staticSwitch11_g11869 = staticSwitch9_g11869; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; + float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11874 = rotatedValue136_g11874; + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); + float4 temp_output_1_0_g11874 = staticSwitch11_g11869; + float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); + float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); + float4 staticSwitch15_g11869 = appendResult3_g11874; + #else + float4 staticSwitch15_g11869 = staticSwitch11_g11869; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11882 = staticSwitch15_g11869; + float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; + float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); + float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); + float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); + float4 staticSwitch13_g11869 = appendResult3_g11882; + #else + float4 staticSwitch13_g11869 = staticSwitch15_g11869; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); + #else + float3 staticSwitch16_g11885 = temp_output_3_0_g11885; + #endif + float4 temp_output_1_0_g11885 = staticSwitch13_g11869; + float4 break2_g11887 = temp_output_1_0_g11885; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( max( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11885 = staticSwitch16_g11885; + #endif + float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); + float4 staticSwitch5_g11884 = appendResult6_g11885; + #else + float4 staticSwitch5_g11884 = staticSwitch13_g11869; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11888 = staticSwitch5_g11884; + float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); + float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); + float4 staticSwitch11_g11884 = appendResult13_g11888; + #else + float4 staticSwitch11_g11884 = staticSwitch5_g11884; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11889 = staticSwitch11_g11884; + float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); + #else + float3 staticSwitch21_g11889 = temp_output_6_0_g11889; + #endif + float4 break2_g11891 = temp_output_1_0_g11889; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11889 = ( pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11889 ); + #else + float3 staticSwitch22_g11889 = staticSwitch21_g11889; + #endif + float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); + float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); + float4 staticSwitch7_g11884 = appendResult9_g11889; + #else + float4 staticSwitch7_g11884 = staticSwitch11_g11884; + #endif + float4 temp_output_2_0_g11892 = staticSwitch7_g11884; + #ifdef _ENABLESHADOW_ON + float4 break4_g11894 = temp_output_2_0_g11892; + float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); + float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11894 = appendResult85_g11892; + float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); + float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); + float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); + float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); + float4 staticSwitch82_g11892 = appendResult18_g11894; + #else + float4 staticSwitch82_g11892 = temp_output_2_0_g11892; + #endif + float4 break4_g11895 = staticSwitch82_g11892; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11753 = 1.0; + #else + float staticSwitch8_g11753 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11753 = 1.0; + #else + float staticSwitch9_g11753 = staticSwitch8_g11753; + #endif + float customVertexAlpha193 = staticSwitch9_g11753; + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11895; + float4 temp_output_1_0_g11898 = temp_output_344_0; + float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.color).rgb ) , temp_output_1_0_g11898.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11898; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11905 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11905 = (float4(( (temp_output_7_0_g11905).rgb / max( temp_output_7_0_g11905.a , 1E-05 ) ) , temp_output_7_0_g11905.a)); + float4 staticSwitch6_g11905 = appendResult2_g11905; + #else + float4 staticSwitch6_g11905 = temp_output_7_0_g11905; + #endif + + float2 temp_output_8_0_g11904 = finalUV146; + float3 unpack14_g11904 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11904 ), _NormalIntensity ); + unpack14_g11904.z = lerp( 1, unpack14_g11904.z, saturate(_NormalIntensity) ); + + float4 Color = staticSwitch6_g11905; + float3 Normal = unpack14_g11904; + + Color *= IN.color; + + return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); + } + + ENDHLSL + } + + + Pass + { + + Name "Sprite Forward" + Tags { "LightMode"="UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZTest LEqual + ZWrite Off + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ SKINNED_SPRITE + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define ATTRIBUTES_NEED_TEXCOORD0 + #define ATTRIBUTES_NEED_COLOR + #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT + #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT + #define VARYINGS_NEED_POSITION_WS + #define VARYINGS_NEED_TEXCOORD0 + #define VARYINGS_NEED_COLOR + #define FEATURES_GRAPH_VERTEX + + #define SHADERPASS SHADERPASS_SPRITEFORWARD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 uv0 : TEXCOORD0; + float4 color : COLOR; + + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 texCoord0 : TEXCOORD0; + float4 color : TEXCOORD1; + float3 positionWS : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #if ETC1_EXTERNAL_ALPHA + TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); + float _EnableAlphaTexture; + #endif + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11716( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11714( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11678( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11718( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11761( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11789( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11808( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11835( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11830( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11831( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11823( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11821( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11822( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11817( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11852( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11871( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11877( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert( VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE( v ); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11897 = fixedUV475; + float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11900 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + float temp_output_8_0_g11900 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11900 = ( ( sin( ( temp_output_8_0_g11900 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11900 ); + #else + float2 staticSwitch4_g11900 = temp_output_2_0_g11900; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11901 = temp_output_8_0_g11900; + float3 rotatedValue21_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11901 * _VibrateRotation ) ); + float2 staticSwitch6_g11900 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11901 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy ) + staticSwitch4_g11900 ); + #else + float2 staticSwitch6_g11900 = staticSwitch4_g11900; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11900 = ( staticSwitch6_g11900 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11900 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11900 = staticSwitch6_g11900; + #endif + float2 temp_output_424_0 = staticSwitch10_g11900; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord3 = screenPos; + + o.ase_texcoord4 = float4(v.positionOS,1); + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3( 0, 0, 0 ); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + v.normal = v.normal; + v.tangent.xyz = v.tangent.xyz; + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + + o.positionCS = vertexInput.positionCS; + o.positionWS = vertexInput.positionWS; + o.texCoord0 = v.uv0; + o.color = v.color; + + return o; + } + + half4 frag( VertexOutput IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); + + float4 positionCS = IN.positionCS; + float3 positionWS = IN.positionWS; + + float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (IN.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11675 = unity_OrthoParams.y; + float temp_output_8_0_g11675 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2 ) ) + positionWS.y ) / temp_output_81_0_g11675 ); + float2 temp_cast_4 = (temp_output_8_0_g11675).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float clampResult75_g11675 = clamp( localMyCustomExpression16_g11677 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11675).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 ); + float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11719 = staticSwitch62; + float2 temp_output_26_0_g11719 = shaderPosition235; + float temp_output_25_0_g11719 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); + float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #else + float staticSwitch29_g11726 = _UVDistortFade; + #endif + float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); + #else + float2 staticSwitch5_g11719 = temp_output_1_0_g11719; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11725 = staticSwitch5_g11719; + float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11719 = staticSwitch5_g11719; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; + #else + float2 staticSwitch9_g11719 = staticSwitch7_g11719; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; + #else + float2 staticSwitch16_g11719 = staticSwitch9_g11719; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); + #else + float2 staticSwitch14_g11719 = staticSwitch16_g11719; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11719 = clampResult46_g11721; + #else + float2 staticSwitch4_g11719 = staticSwitch14_g11719; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11719 = staticSwitch4_g11719; + #endif + float2 temp_output_1_0_g11730 = staticSwitch24_g11719; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); + #else + float staticSwitch18_g11730 = temp_output_7_0_g11730; + #endif + float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); + float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); + #else + float2 staticSwitch13_g11730 = temp_output_1_0_g11730; + #endif + float2 temp_output_484_0 = staticSwitch13_g11730; + float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11731 = staticSwitch485; + float2 break11_g11731 = float2( 0,0 ); + float2 break10_g11731 = float2( 1,1 ); + float2 break9_g11731 = spriteRectMin376; + float2 break8_g11731 = spriteRectMax377; + float2 appendResult15_g11731 = (float2( (break9_g11731.x + ( break14_g11731.x - break11_g11731.x ) * ( break8_g11731.x - break9_g11731.x ) / ( break10_g11731.x - break11_g11731.x ) ) , (break9_g11731.y + ( break14_g11731.y - break11_g11731.y ) * ( break8_g11731.y - break9_g11731.y ) / ( break10_g11731.y - break11_g11731.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11753 = originalColor191; + float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float2 temp_output_7_0_g11753 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); + float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); + float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); + float4 staticSwitch2_g11753 = appendResult31_g11754; + #else + float4 staticSwitch2_g11753 = temp_output_1_0_g11753; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11756 = staticSwitch2_g11753; + float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; + float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult37_g11756 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11753 = appendResult13_g11756; + #else + float4 staticSwitch3_g11753 = staticSwitch2_g11753; + #endif + float4 temp_output_1_0_g11758 = staticSwitch3_g11753; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; + float2 appendResult4_g11759 = (float2(positionWS.x , positionWS.y)); + float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); + float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); + float4 staticSwitch2_g11758 = appendResult42_g11759; + #else + float4 staticSwitch2_g11758 = temp_output_1_0_g11758; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11760 = finalUV146; + float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); + float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); + float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); + float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); + float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); + #else + float4 staticSwitch6_g11758 = staticSwitch2_g11758; + #endif + float4 temp_output_3_0_g11762 = staticSwitch6_g11758; + float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; + float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); + float2 temp_output_1_0_g11762 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch81_g11794 = appendResult91_g11794; + #endif + float3 break82_g11794 = (staticSwitch81_g11794).xyz; + float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); + float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); + float4 break2_g11795 = temp_output_1_0_g11794; + float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); + float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); + float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); + float4 staticSwitch43_g11762 = appendResult30_g11794; + #else + float4 staticSwitch43_g11762 = temp_output_3_0_g11762; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11792 = staticSwitch43_g11762; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch62_g11792 = temp_output_1_0_g11792; + #endif + float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); + float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.8333333 ) + ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.6666667 ) + ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11792 = ifLocalVar46_g11792; + float4 ifLocalVar47_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.3333333 ) + ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.1666667 ) + ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11792 = ifLocalVar47_g11792; + float4 ifLocalVar35_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.5 ) + ifLocalVar35_g11792 = ifLocalVar44_g11792; + else + ifLocalVar35_g11792 = ifLocalVar45_g11792; + float4 break55_g11792 = ifLocalVar35_g11792; + float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); + float4 break2_g11793 = temp_output_1_0_g11792; + float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); + float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch9_g11762 = appendResult30_g11792; + #else + float4 staticSwitch9_g11762 = staticSwitch43_g11762; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11766 = staticSwitch9_g11762; + float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; + float3 In115_g11766 = temp_output_2_0_g11766; + float3 From115_g11766 = (_ColorReplaceFromColor).rgb; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 To115_g11766 = ( pow( max( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11766 = _ColorReplaceSmoothness; + float Range115_g11766 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); + float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); + float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch29_g11762 = appendResult4_g11766; + #else + float4 staticSwitch29_g11762 = staticSwitch9_g11762; + #endif + float4 temp_output_1_0_g11779 = staticSwitch29_g11762; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; + float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); + float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); + float4 staticSwitch4_g11779 = appendResult8_g11779; + #else + float4 staticSwitch4_g11779 = temp_output_1_0_g11779; + #endif + float4 temp_output_57_0_g11762 = staticSwitch4_g11779; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11802 = (float4(pow( max( (temp_output_1_0_g11802).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11802.a)); + float4 staticSwitch32_g11762 = appendResult4_g11802; + #else + float4 staticSwitch32_g11762 = temp_output_57_0_g11762; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11777 = staticSwitch32_g11762; + float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); + float4 staticSwitch33_g11762 = appendResult6_g11777; + #else + float4 staticSwitch33_g11762 = staticSwitch32_g11762; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11778 = staticSwitch33_g11762; + float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); + float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); + float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); + float4 staticSwitch36_g11762 = appendResult8_g11778; + #else + float4 staticSwitch36_g11762 = staticSwitch33_g11762; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11796 = staticSwitch36_g11762; + float4 break2_g11797 = temp_output_1_0_g11796; + float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); + float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); + float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( max( temp_output_3_0_g11796 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); + float4 staticSwitch30_g11762 = appendResult18_g11796; + #else + float4 staticSwitch30_g11762 = staticSwitch36_g11762; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11774 = staticSwitch30_g11762; + float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; + float4 break12_g11774 = temp_output_1_0_g11774; + float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); + float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); + float4 staticSwitch20_g11762 = appendResult11_g11774; + #else + float4 staticSwitch20_g11762 = staticSwitch30_g11762; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11788 = staticSwitch20_g11762; + float4 break2_g11790 = temp_output_1_0_g11788; + float2 temp_output_65_0_g11788 = shaderPosition235; + float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); + float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); + float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); + float4 staticSwitch17_g11762 = appendResult9_g11788; + #else + float4 staticSwitch17_g11762 = staticSwitch20_g11762; + #endif + float temp_output_39_0_g11762 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11780 = staticSwitch17_g11762; + float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); + float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); + float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch19_g11762 = appendResult6_g11780; + #else + float4 staticSwitch19_g11762 = staticSwitch17_g11762; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11784 = staticSwitch19_g11762; + float4 break2_g11786 = temp_output_1_0_g11784; + float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); + #else + float staticSwitch33_g11784 = _AddHueFade; + #endif + float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( max( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); + float4 staticSwitch23_g11762 = appendResult6_g11784; + #else + float4 staticSwitch23_g11762 = staticSwitch19_g11762; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11781 = staticSwitch23_g11762; + float4 break2_g11782 = temp_output_1_0_g11781; + float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); + #else + float3 staticSwitch27_g11781 = temp_output_13_0_g11781; + #endif + float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( max( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); + float4 staticSwitch28_g11762 = appendResult21_g11781; + #else + float4 staticSwitch28_g11762 = staticSwitch23_g11762; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11769 = staticSwitch28_g11762; + float4 break2_g11770 = temp_output_1_0_g11769; + float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; + float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); + float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); + float4 staticSwitch38_g11762 = appendResult8_g11769; + #else + float4 staticSwitch38_g11762 = staticSwitch28_g11762; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11771 = staticSwitch38_g11762; + float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; + float temp_output_179_0_g11771 = temp_output_39_0_g11762; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); + #else + float3 staticSwitch187_g11771 = temp_output_82_0_g11771; + #endif + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11771 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); + float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); + float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); + float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); + #else + float staticSwitch188_g11771 = temp_output_15_0_g11771.a; + #endif + float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); + float4 staticSwitch12_g11762 = appendResult177_g11771; + #else + float4 staticSwitch12_g11762 = staticSwitch38_g11762; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11799 = staticSwitch12_g11762; + float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; + float temp_output_186_0_g11799 = temp_output_39_0_g11762; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); + #else + float3 staticSwitch199_g11799 = temp_output_82_0_g11799; + #endif + float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11799 = 1.0; + #else + float staticSwitch203_g11799 = temp_output_182_0_g11799; + #endif + float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); + float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11799 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); + float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); + float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); + #else + float staticSwitch200_g11799 = lerpResult168_g11799; + #endif + float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); + float4 staticSwitch13_g11762 = appendResult174_g11799; + #else + float4 staticSwitch13_g11762 = staticSwitch12_g11762; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11776 = staticSwitch13_g11762; + float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); + #else + float3 staticSwitch199_g11776 = temp_output_82_0_g11776; + #endif + float temp_output_213_0_g11776 = ( _PixelOutlineFade * step( temp_output_15_0_g11776.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( temp_output_213_0_g11776 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11776 = 1.0; + #else + float staticSwitch203_g11776 = temp_output_182_0_g11776; + #endif + float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); + float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); + float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); + float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11776); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); + #else + float staticSwitch200_g11776 = lerpResult168_g11776; + #endif + float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); + float4 staticSwitch48_g11762 = appendResult174_g11776; + #else + float4 staticSwitch48_g11762 = staticSwitch13_g11762; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11763 = staticSwitch48_g11762; + float4 break2_g11764 = temp_output_5_0_g11763; + float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); + float4 staticSwitch46_g11762 = appendResult12_g11763; + #else + float4 staticSwitch46_g11762 = staticSwitch48_g11762; + #endif + float4 temp_output_361_0 = staticSwitch46_g11762; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11804 = temp_output_361_0; + float4 break2_g11805 = temp_output_1_0_g11804; + float temp_output_44_0_g11804 = unity_OrthoParams.y; + float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11804 * 0.2 ) ) + positionWS.y ) / temp_output_44_0_g11804 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); + float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11804; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11807 = staticSwitch56; + float4 break2_g11809 = temp_output_1_0_g11807; + float temp_output_34_0_g11807 = shaderTime237; + float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); + float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); + float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch57 = appendResult27_g11807; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11811 = staticSwitch57; + float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; + float2 temp_output_41_0_g11811 = shaderPosition235; + float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; + float temp_output_40_0_g11811 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); + #else + float2 staticSwitch101_g11841 = temp_output_99_0_g11841; + #endif + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); + float4 break2_g11844 = temp_output_1_0_g11841; + float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( max( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); + float4 staticSwitch26_g11811 = appendResult7_g11841; + #else + float4 staticSwitch26_g11811 = temp_output_3_0_g11811; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11834 = staticSwitch26_g11811; + float temp_output_59_0_g11834 = temp_output_40_0_g11811; + float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; + float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + float4 break2_g11836 = temp_output_1_0_g11834; + float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); + float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); + #else + float staticSwitch60_g11834 = _MetalFade; + #endif + float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); + float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); + float4 staticSwitch28_g11811 = appendResult8_g11834; + #else + float4 staticSwitch28_g11811 = staticSwitch26_g11811; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11826 = staticSwitch28_g11811; + float4 break2_g11827 = temp_output_1_0_g11826; + float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); + float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float temp_output_73_0_g11826 = temp_output_40_0_g11811; + float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); + float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); + float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); + float4 staticSwitch29_g11811 = appendResult26_g11826; + #else + float4 staticSwitch29_g11811 = staticSwitch28_g11811; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11820 = staticSwitch29_g11811; + float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; + float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); + float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; + float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); + float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); + float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); + float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); + float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); + float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( max( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); + float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch32_g11811 = appendResult43_g11820; + #else + float4 staticSwitch32_g11811 = staticSwitch29_g11811; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; + float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); + float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); + float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11816 = staticSwitch32_g11811; + float4 break2_g11818 = temp_output_1_0_g11816; + float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); + float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); + float4 staticSwitch34_g11811 = appendResult29_g11816; + #else + float4 staticSwitch34_g11811 = staticSwitch32_g11811; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11812 = staticSwitch34_g11811; + float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; + float4 break2_g11814 = temp_output_1_0_g11812; + float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; + float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); + #else + float staticSwitch98_g11812 = _ShineFade; + #endif + float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( max( lerpResult92_g11812 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); + float4 staticSwitch36_g11811 = appendResult8_g11812; + #else + float4 staticSwitch36_g11811 = staticSwitch34_g11811; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11847 = temp_output_40_0_g11811; + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11847 = staticSwitch36_g11811; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); + float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11847 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); + float4 staticSwitch39_g11811 = appendResult27_g11847; + #else + float4 staticSwitch39_g11811 = staticSwitch36_g11811; + #endif + float4 temp_output_10_0_g11851 = staticSwitch39_g11811; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; + float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; + float temp_output_1_0_g11851 = temp_output_40_0_g11811; + float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); + float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); + float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); + float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); + float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11851 = hsvTorgb53_g11851; + #else + float3 staticSwitch50_g11851 = lerpResult42_g11851; + #endif + float4 break2_g11853 = temp_output_10_0_g11851; + float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( max( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11851 = lerpResult44_g11851; + #else + float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); + #endif + float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); + float4 staticSwitch11_g11851 = appendResult19_g11851; + #else + float4 staticSwitch11_g11851 = temp_output_10_0_g11851; + #endif + float4 temp_output_1_0_g11856 = staticSwitch11_g11851; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11856 = temp_output_1_0_g11856; + float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); + float4 break2_g11857 = temp_output_1_0_g11856; + float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); + float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11856 = hsvTorgb12_g11856; + #else + float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( max( temp_output_4_0_g11856 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); + float4 staticSwitch33_g11856 = appendResult6_g11856; + #else + float4 staticSwitch33_g11856 = temp_output_1_0_g11856; + #endif + float4 temp_output_5_0_g11863 = staticSwitch33_g11856; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11863 = temp_output_5_0_g11863; + float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); + float temp_output_27_0_g11863 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); + #else + float2 staticSwitch73_g11863 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11864 = _TextureLayer1Columns; + int Height10_g11864 = _TextureLayer1Rows; + float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11864 = float2( 0,1 ); + float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; + #else + float2 staticSwitch20_g11863 = temp_output_72_0_g11863; + #endif + float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); + float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); + float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); + float4 break2_g11865 = temp_output_5_0_g11863; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11863 = ( pow( max( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11863 ); + #else + float3 staticSwitch80_g11863 = temp_output_16_0_g11863; + #endif + float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); + float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); + float4 staticSwitch15_g11863 = appendResult14_g11863; + #else + float4 staticSwitch15_g11863 = temp_output_5_0_g11863; + #endif + float4 temp_output_5_0_g11859 = staticSwitch15_g11863; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11859 = temp_output_5_0_g11859; + float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); + float temp_output_27_0_g11859 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); + #else + float2 staticSwitch73_g11859 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11860 = _TextureLayer2Columns; + int Height10_g11860 = _TextureLayer2Rows; + float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11860 = float2( 0,1 ); + float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; + #else + float2 staticSwitch20_g11859 = temp_output_72_0_g11859; + #endif + float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); + float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); + float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); + float4 break2_g11861 = temp_output_5_0_g11859; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11859 = ( pow( max( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11859 ); + #else + float3 staticSwitch84_g11859 = temp_output_16_0_g11859; + #endif + float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); + float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); + float4 staticSwitch15_g11859 = appendResult14_g11859; + #else + float4 staticSwitch15_g11859 = temp_output_5_0_g11859; + #endif + float4 temp_output_473_0 = staticSwitch15_g11859; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11867 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11867; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11868 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11868; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11869 = staticSwitch75; + float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11869 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); + float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); + float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); + float4 staticSwitch3_g11869 = appendResult3_g11870; + #else + float4 staticSwitch3_g11869 = temp_output_1_0_g11869; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; + float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); + float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11878 = staticSwitch3_g11869; + float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); + float4 staticSwitch5_g11869 = appendResult3_g11878; + #else + float4 staticSwitch5_g11869 = staticSwitch3_g11869; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11880 = staticSwitch5_g11869; + float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); + float4 staticSwitch8_g11869 = appendResult3_g11880; + #else + float4 staticSwitch8_g11869 = staticSwitch5_g11869; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; + float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); + float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11876 = staticSwitch8_g11869; + float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); + float4 staticSwitch9_g11869 = appendResult3_g11876; + #else + float4 staticSwitch9_g11869 = staticSwitch8_g11869; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11872 = staticSwitch9_g11869; + float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; + float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11872 = rotatedValue136_g11872; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); + float4 staticSwitch11_g11869 = appendResult3_g11872; + #else + float4 staticSwitch11_g11869 = staticSwitch9_g11869; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; + float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11874 = rotatedValue136_g11874; + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); + float4 temp_output_1_0_g11874 = staticSwitch11_g11869; + float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); + float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); + float4 staticSwitch15_g11869 = appendResult3_g11874; + #else + float4 staticSwitch15_g11869 = staticSwitch11_g11869; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11882 = staticSwitch15_g11869; + float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; + float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); + float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); + float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); + float4 staticSwitch13_g11869 = appendResult3_g11882; + #else + float4 staticSwitch13_g11869 = staticSwitch15_g11869; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); + #else + float3 staticSwitch16_g11885 = temp_output_3_0_g11885; + #endif + float4 temp_output_1_0_g11885 = staticSwitch13_g11869; + float4 break2_g11887 = temp_output_1_0_g11885; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( max( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11885 = staticSwitch16_g11885; + #endif + float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); + float4 staticSwitch5_g11884 = appendResult6_g11885; + #else + float4 staticSwitch5_g11884 = staticSwitch13_g11869; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11888 = staticSwitch5_g11884; + float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); + float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); + float4 staticSwitch11_g11884 = appendResult13_g11888; + #else + float4 staticSwitch11_g11884 = staticSwitch5_g11884; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11889 = staticSwitch11_g11884; + float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); + #else + float3 staticSwitch21_g11889 = temp_output_6_0_g11889; + #endif + float4 break2_g11891 = temp_output_1_0_g11889; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11889 = ( pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11889 ); + #else + float3 staticSwitch22_g11889 = staticSwitch21_g11889; + #endif + float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); + float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); + float4 staticSwitch7_g11884 = appendResult9_g11889; + #else + float4 staticSwitch7_g11884 = staticSwitch11_g11884; + #endif + float4 temp_output_2_0_g11892 = staticSwitch7_g11884; + #ifdef _ENABLESHADOW_ON + float4 break4_g11894 = temp_output_2_0_g11892; + float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); + float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11894 = appendResult85_g11892; + float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); + float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); + float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); + float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); + float4 staticSwitch82_g11892 = appendResult18_g11894; + #else + float4 staticSwitch82_g11892 = temp_output_2_0_g11892; + #endif + float4 break4_g11895 = staticSwitch82_g11892; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11753 = 1.0; + #else + float staticSwitch8_g11753 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11753 = 1.0; + #else + float staticSwitch9_g11753 = staticSwitch8_g11753; + #endif + float customVertexAlpha193 = staticSwitch9_g11753; + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11895; + float4 temp_output_1_0_g11898 = temp_output_344_0; + float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.color).rgb ) , temp_output_1_0_g11898.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11898; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11905 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11905 = (float4(( (temp_output_7_0_g11905).rgb / max( temp_output_7_0_g11905.a , 1E-05 ) ) , temp_output_7_0_g11905.a)); + float4 staticSwitch6_g11905 = appendResult2_g11905; + #else + float4 staticSwitch6_g11905 = temp_output_7_0_g11905; + #endif + + float4 Color = staticSwitch6_g11905; + + #if defined(DEBUG_DISPLAY) + SurfaceData2D surfaceData; + InitializeSurfaceData(Color.rgb, Color.a, surfaceData); + InputData2D inputData; + InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); + half4 debugColor = 0; + + SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); + + if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) + { + return debugColor; + } + #endif + + #if ETC1_EXTERNAL_ALPHA + float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); + Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); + #endif + + Color *= IN.color; + return Color; + } + + ENDHLSL + } + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + + HLSLPROGRAM + + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT + #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT + #define FEATURES_GRAPH_VERTEX + + #define SHADERPASS SHADERPASS_DEPTHONLY + #define SCENESELECTIONPASS 1 + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + int _ObjectId; + int _PassValue; + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11716( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11714( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11678( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11718( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11761( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11789( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11808( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11835( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11830( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11831( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11823( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11821( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11822( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11817( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11852( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11871( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11877( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert(VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11897 = fixedUV475; + float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11900 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + float temp_output_8_0_g11900 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11900 = ( ( sin( ( temp_output_8_0_g11900 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11900 ); + #else + float2 staticSwitch4_g11900 = temp_output_2_0_g11900; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11901 = temp_output_8_0_g11900; + float3 rotatedValue21_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11901 * _VibrateRotation ) ); + float2 staticSwitch6_g11900 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11901 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy ) + staticSwitch4_g11900 ); + #else + float2 staticSwitch6_g11900 = staticSwitch4_g11900; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11900 = ( staticSwitch6_g11900 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11900 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11900 = staticSwitch6_g11900; + #endif + float2 temp_output_424_0 = staticSwitch10_g11900; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord1 = screenPos; + o.ase_texcoord2.xyz = ase_positionWS; + + o.ase_texcoord.xy = v.ase_texcoord.xy; + o.ase_texcoord3 = float4(v.positionOS,1); + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + o.ase_texcoord2.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + float3 positionWS = TransformObjectToWorld(v.positionOS); + o.positionCS = TransformWorldToHClip(positionWS); + + return o; + } + + half4 frag(VertexOutput IN) : SV_TARGET + { + float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11675 = unity_OrthoParams.y; + float temp_output_8_0_g11675 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11675 ); + float2 temp_cast_4 = (temp_output_8_0_g11675).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float clampResult75_g11675 = clamp( localMyCustomExpression16_g11677 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11675).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 ); + float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11719 = staticSwitch62; + float2 temp_output_26_0_g11719 = shaderPosition235; + float temp_output_25_0_g11719 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); + float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #else + float staticSwitch29_g11726 = _UVDistortFade; + #endif + float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); + #else + float2 staticSwitch5_g11719 = temp_output_1_0_g11719; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11725 = staticSwitch5_g11719; + float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11719 = staticSwitch5_g11719; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; + #else + float2 staticSwitch9_g11719 = staticSwitch7_g11719; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; + #else + float2 staticSwitch16_g11719 = staticSwitch9_g11719; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); + #else + float2 staticSwitch14_g11719 = staticSwitch16_g11719; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11719 = clampResult46_g11721; + #else + float2 staticSwitch4_g11719 = staticSwitch14_g11719; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11719 = staticSwitch4_g11719; + #endif + float2 temp_output_1_0_g11730 = staticSwitch24_g11719; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); + #else + float staticSwitch18_g11730 = temp_output_7_0_g11730; + #endif + float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); + float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); + #else + float2 staticSwitch13_g11730 = temp_output_1_0_g11730; + #endif + float2 temp_output_484_0 = staticSwitch13_g11730; + float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11731 = staticSwitch485; + float2 break11_g11731 = float2( 0,0 ); + float2 break10_g11731 = float2( 1,1 ); + float2 break9_g11731 = spriteRectMin376; + float2 break8_g11731 = spriteRectMax377; + float2 appendResult15_g11731 = (float2( (break9_g11731.x + ( break14_g11731.x - break11_g11731.x ) * ( break8_g11731.x - break9_g11731.x ) / ( break10_g11731.x - break11_g11731.x ) ) , (break9_g11731.y + ( break14_g11731.y - break11_g11731.y ) * ( break8_g11731.y - break9_g11731.y ) / ( break10_g11731.y - break11_g11731.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11753 = originalColor191; + float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float2 temp_output_7_0_g11753 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); + float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); + float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); + float4 staticSwitch2_g11753 = appendResult31_g11754; + #else + float4 staticSwitch2_g11753 = temp_output_1_0_g11753; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11756 = staticSwitch2_g11753; + float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; + float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult37_g11756 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11753 = appendResult13_g11756; + #else + float4 staticSwitch3_g11753 = staticSwitch2_g11753; + #endif + float4 temp_output_1_0_g11758 = staticSwitch3_g11753; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; + float2 appendResult4_g11759 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); + float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); + float4 staticSwitch2_g11758 = appendResult42_g11759; + #else + float4 staticSwitch2_g11758 = temp_output_1_0_g11758; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11760 = finalUV146; + float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); + float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); + float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); + float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); + float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); + #else + float4 staticSwitch6_g11758 = staticSwitch2_g11758; + #endif + float4 temp_output_3_0_g11762 = staticSwitch6_g11758; + float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; + float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); + float2 temp_output_1_0_g11762 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch81_g11794 = appendResult91_g11794; + #endif + float3 break82_g11794 = (staticSwitch81_g11794).xyz; + float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); + float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); + float4 break2_g11795 = temp_output_1_0_g11794; + float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); + float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); + float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); + float4 staticSwitch43_g11762 = appendResult30_g11794; + #else + float4 staticSwitch43_g11762 = temp_output_3_0_g11762; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11792 = staticSwitch43_g11762; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch62_g11792 = temp_output_1_0_g11792; + #endif + float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); + float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.8333333 ) + ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.6666667 ) + ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11792 = ifLocalVar46_g11792; + float4 ifLocalVar47_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.3333333 ) + ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.1666667 ) + ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11792 = ifLocalVar47_g11792; + float4 ifLocalVar35_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.5 ) + ifLocalVar35_g11792 = ifLocalVar44_g11792; + else + ifLocalVar35_g11792 = ifLocalVar45_g11792; + float4 break55_g11792 = ifLocalVar35_g11792; + float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); + float4 break2_g11793 = temp_output_1_0_g11792; + float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); + float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch9_g11762 = appendResult30_g11792; + #else + float4 staticSwitch9_g11762 = staticSwitch43_g11762; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11766 = staticSwitch9_g11762; + float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; + float3 In115_g11766 = temp_output_2_0_g11766; + float3 From115_g11766 = (_ColorReplaceFromColor).rgb; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 To115_g11766 = ( pow( max( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11766 = _ColorReplaceSmoothness; + float Range115_g11766 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); + float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); + float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch29_g11762 = appendResult4_g11766; + #else + float4 staticSwitch29_g11762 = staticSwitch9_g11762; + #endif + float4 temp_output_1_0_g11779 = staticSwitch29_g11762; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; + float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); + float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); + float4 staticSwitch4_g11779 = appendResult8_g11779; + #else + float4 staticSwitch4_g11779 = temp_output_1_0_g11779; + #endif + float4 temp_output_57_0_g11762 = staticSwitch4_g11779; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11802 = (float4(pow( max( (temp_output_1_0_g11802).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11802.a)); + float4 staticSwitch32_g11762 = appendResult4_g11802; + #else + float4 staticSwitch32_g11762 = temp_output_57_0_g11762; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11777 = staticSwitch32_g11762; + float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); + float4 staticSwitch33_g11762 = appendResult6_g11777; + #else + float4 staticSwitch33_g11762 = staticSwitch32_g11762; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11778 = staticSwitch33_g11762; + float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); + float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); + float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); + float4 staticSwitch36_g11762 = appendResult8_g11778; + #else + float4 staticSwitch36_g11762 = staticSwitch33_g11762; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11796 = staticSwitch36_g11762; + float4 break2_g11797 = temp_output_1_0_g11796; + float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); + float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); + float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( max( temp_output_3_0_g11796 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); + float4 staticSwitch30_g11762 = appendResult18_g11796; + #else + float4 staticSwitch30_g11762 = staticSwitch36_g11762; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11774 = staticSwitch30_g11762; + float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; + float4 break12_g11774 = temp_output_1_0_g11774; + float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); + float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); + float4 staticSwitch20_g11762 = appendResult11_g11774; + #else + float4 staticSwitch20_g11762 = staticSwitch30_g11762; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11788 = staticSwitch20_g11762; + float4 break2_g11790 = temp_output_1_0_g11788; + float2 temp_output_65_0_g11788 = shaderPosition235; + float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); + float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); + float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); + float4 staticSwitch17_g11762 = appendResult9_g11788; + #else + float4 staticSwitch17_g11762 = staticSwitch20_g11762; + #endif + float temp_output_39_0_g11762 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11780 = staticSwitch17_g11762; + float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); + float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); + float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch19_g11762 = appendResult6_g11780; + #else + float4 staticSwitch19_g11762 = staticSwitch17_g11762; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11784 = staticSwitch19_g11762; + float4 break2_g11786 = temp_output_1_0_g11784; + float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); + #else + float staticSwitch33_g11784 = _AddHueFade; + #endif + float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( max( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); + float4 staticSwitch23_g11762 = appendResult6_g11784; + #else + float4 staticSwitch23_g11762 = staticSwitch19_g11762; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11781 = staticSwitch23_g11762; + float4 break2_g11782 = temp_output_1_0_g11781; + float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); + #else + float3 staticSwitch27_g11781 = temp_output_13_0_g11781; + #endif + float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( max( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); + float4 staticSwitch28_g11762 = appendResult21_g11781; + #else + float4 staticSwitch28_g11762 = staticSwitch23_g11762; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11769 = staticSwitch28_g11762; + float4 break2_g11770 = temp_output_1_0_g11769; + float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; + float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); + float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); + float4 staticSwitch38_g11762 = appendResult8_g11769; + #else + float4 staticSwitch38_g11762 = staticSwitch28_g11762; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11771 = staticSwitch38_g11762; + float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; + float temp_output_179_0_g11771 = temp_output_39_0_g11762; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); + #else + float3 staticSwitch187_g11771 = temp_output_82_0_g11771; + #endif + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11771 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); + float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); + float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); + float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); + #else + float staticSwitch188_g11771 = temp_output_15_0_g11771.a; + #endif + float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); + float4 staticSwitch12_g11762 = appendResult177_g11771; + #else + float4 staticSwitch12_g11762 = staticSwitch38_g11762; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11799 = staticSwitch12_g11762; + float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; + float temp_output_186_0_g11799 = temp_output_39_0_g11762; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); + #else + float3 staticSwitch199_g11799 = temp_output_82_0_g11799; + #endif + float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11799 = 1.0; + #else + float staticSwitch203_g11799 = temp_output_182_0_g11799; + #endif + float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); + float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11799 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); + float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); + float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); + #else + float staticSwitch200_g11799 = lerpResult168_g11799; + #endif + float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); + float4 staticSwitch13_g11762 = appendResult174_g11799; + #else + float4 staticSwitch13_g11762 = staticSwitch12_g11762; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11776 = staticSwitch13_g11762; + float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); + #else + float3 staticSwitch199_g11776 = temp_output_82_0_g11776; + #endif + float temp_output_213_0_g11776 = ( _PixelOutlineFade * step( temp_output_15_0_g11776.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( temp_output_213_0_g11776 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11776 = 1.0; + #else + float staticSwitch203_g11776 = temp_output_182_0_g11776; + #endif + float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); + float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); + float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); + float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11776); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); + #else + float staticSwitch200_g11776 = lerpResult168_g11776; + #endif + float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); + float4 staticSwitch48_g11762 = appendResult174_g11776; + #else + float4 staticSwitch48_g11762 = staticSwitch13_g11762; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11763 = staticSwitch48_g11762; + float4 break2_g11764 = temp_output_5_0_g11763; + float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); + float4 staticSwitch46_g11762 = appendResult12_g11763; + #else + float4 staticSwitch46_g11762 = staticSwitch48_g11762; + #endif + float4 temp_output_361_0 = staticSwitch46_g11762; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11804 = temp_output_361_0; + float4 break2_g11805 = temp_output_1_0_g11804; + float temp_output_44_0_g11804 = unity_OrthoParams.y; + float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11804 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11804 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); + float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11804; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11807 = staticSwitch56; + float4 break2_g11809 = temp_output_1_0_g11807; + float temp_output_34_0_g11807 = shaderTime237; + float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); + float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); + float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch57 = appendResult27_g11807; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11811 = staticSwitch57; + float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; + float2 temp_output_41_0_g11811 = shaderPosition235; + float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; + float temp_output_40_0_g11811 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); + #else + float2 staticSwitch101_g11841 = temp_output_99_0_g11841; + #endif + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); + float4 break2_g11844 = temp_output_1_0_g11841; + float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( max( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); + float4 staticSwitch26_g11811 = appendResult7_g11841; + #else + float4 staticSwitch26_g11811 = temp_output_3_0_g11811; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11834 = staticSwitch26_g11811; + float temp_output_59_0_g11834 = temp_output_40_0_g11811; + float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; + float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + float4 break2_g11836 = temp_output_1_0_g11834; + float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); + #else + float staticSwitch60_g11834 = _MetalFade; + #endif + float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); + float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); + float4 staticSwitch28_g11811 = appendResult8_g11834; + #else + float4 staticSwitch28_g11811 = staticSwitch26_g11811; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11826 = staticSwitch28_g11811; + float4 break2_g11827 = temp_output_1_0_g11826; + float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); + float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float temp_output_73_0_g11826 = temp_output_40_0_g11811; + float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); + float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); + float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); + float4 staticSwitch29_g11811 = appendResult26_g11826; + #else + float4 staticSwitch29_g11811 = staticSwitch28_g11811; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11820 = staticSwitch29_g11811; + float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; + float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); + float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; + float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); + float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); + float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); + float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); + float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); + float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( max( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); + float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch32_g11811 = appendResult43_g11820; + #else + float4 staticSwitch32_g11811 = staticSwitch29_g11811; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; + float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); + float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); + float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11816 = staticSwitch32_g11811; + float4 break2_g11818 = temp_output_1_0_g11816; + float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); + float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); + float4 staticSwitch34_g11811 = appendResult29_g11816; + #else + float4 staticSwitch34_g11811 = staticSwitch32_g11811; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11812 = staticSwitch34_g11811; + float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; + float4 break2_g11814 = temp_output_1_0_g11812; + float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; + float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); + #else + float staticSwitch98_g11812 = _ShineFade; + #endif + float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( max( lerpResult92_g11812 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); + float4 staticSwitch36_g11811 = appendResult8_g11812; + #else + float4 staticSwitch36_g11811 = staticSwitch34_g11811; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11847 = temp_output_40_0_g11811; + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11847 = staticSwitch36_g11811; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); + float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11847 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); + float4 staticSwitch39_g11811 = appendResult27_g11847; + #else + float4 staticSwitch39_g11811 = staticSwitch36_g11811; + #endif + float4 temp_output_10_0_g11851 = staticSwitch39_g11811; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; + float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; + float temp_output_1_0_g11851 = temp_output_40_0_g11811; + float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); + float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); + float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); + float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); + float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11851 = hsvTorgb53_g11851; + #else + float3 staticSwitch50_g11851 = lerpResult42_g11851; + #endif + float4 break2_g11853 = temp_output_10_0_g11851; + float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( max( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11851 = lerpResult44_g11851; + #else + float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); + #endif + float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); + float4 staticSwitch11_g11851 = appendResult19_g11851; + #else + float4 staticSwitch11_g11851 = temp_output_10_0_g11851; + #endif + float4 temp_output_1_0_g11856 = staticSwitch11_g11851; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11856 = temp_output_1_0_g11856; + float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); + float4 break2_g11857 = temp_output_1_0_g11856; + float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); + float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11856 = hsvTorgb12_g11856; + #else + float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( max( temp_output_4_0_g11856 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); + float4 staticSwitch33_g11856 = appendResult6_g11856; + #else + float4 staticSwitch33_g11856 = temp_output_1_0_g11856; + #endif + float4 temp_output_5_0_g11863 = staticSwitch33_g11856; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11863 = temp_output_5_0_g11863; + float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); + float temp_output_27_0_g11863 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); + #else + float2 staticSwitch73_g11863 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11864 = _TextureLayer1Columns; + int Height10_g11864 = _TextureLayer1Rows; + float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11864 = float2( 0,1 ); + float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; + #else + float2 staticSwitch20_g11863 = temp_output_72_0_g11863; + #endif + float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); + float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); + float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); + float4 break2_g11865 = temp_output_5_0_g11863; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11863 = ( pow( max( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11863 ); + #else + float3 staticSwitch80_g11863 = temp_output_16_0_g11863; + #endif + float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); + float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); + float4 staticSwitch15_g11863 = appendResult14_g11863; + #else + float4 staticSwitch15_g11863 = temp_output_5_0_g11863; + #endif + float4 temp_output_5_0_g11859 = staticSwitch15_g11863; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11859 = temp_output_5_0_g11859; + float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); + float temp_output_27_0_g11859 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); + #else + float2 staticSwitch73_g11859 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11860 = _TextureLayer2Columns; + int Height10_g11860 = _TextureLayer2Rows; + float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11860 = float2( 0,1 ); + float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; + #else + float2 staticSwitch20_g11859 = temp_output_72_0_g11859; + #endif + float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); + float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); + float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); + float4 break2_g11861 = temp_output_5_0_g11859; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11859 = ( pow( max( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11859 ); + #else + float3 staticSwitch84_g11859 = temp_output_16_0_g11859; + #endif + float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); + float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); + float4 staticSwitch15_g11859 = appendResult14_g11859; + #else + float4 staticSwitch15_g11859 = temp_output_5_0_g11859; + #endif + float4 temp_output_473_0 = staticSwitch15_g11859; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11867 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11867; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11868 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11868; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11869 = staticSwitch75; + float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11869 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); + float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); + float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); + float4 staticSwitch3_g11869 = appendResult3_g11870; + #else + float4 staticSwitch3_g11869 = temp_output_1_0_g11869; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; + float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); + float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11878 = staticSwitch3_g11869; + float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); + float4 staticSwitch5_g11869 = appendResult3_g11878; + #else + float4 staticSwitch5_g11869 = staticSwitch3_g11869; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11880 = staticSwitch5_g11869; + float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); + float4 staticSwitch8_g11869 = appendResult3_g11880; + #else + float4 staticSwitch8_g11869 = staticSwitch5_g11869; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; + float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); + float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11876 = staticSwitch8_g11869; + float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); + float4 staticSwitch9_g11869 = appendResult3_g11876; + #else + float4 staticSwitch9_g11869 = staticSwitch8_g11869; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11872 = staticSwitch9_g11869; + float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; + float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11872 = rotatedValue136_g11872; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); + float4 staticSwitch11_g11869 = appendResult3_g11872; + #else + float4 staticSwitch11_g11869 = staticSwitch9_g11869; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; + float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11874 = rotatedValue136_g11874; + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); + float4 temp_output_1_0_g11874 = staticSwitch11_g11869; + float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); + float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); + float4 staticSwitch15_g11869 = appendResult3_g11874; + #else + float4 staticSwitch15_g11869 = staticSwitch11_g11869; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11882 = staticSwitch15_g11869; + float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; + float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); + float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); + float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); + float4 staticSwitch13_g11869 = appendResult3_g11882; + #else + float4 staticSwitch13_g11869 = staticSwitch15_g11869; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); + #else + float3 staticSwitch16_g11885 = temp_output_3_0_g11885; + #endif + float4 temp_output_1_0_g11885 = staticSwitch13_g11869; + float4 break2_g11887 = temp_output_1_0_g11885; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( max( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11885 = staticSwitch16_g11885; + #endif + float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); + float4 staticSwitch5_g11884 = appendResult6_g11885; + #else + float4 staticSwitch5_g11884 = staticSwitch13_g11869; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11888 = staticSwitch5_g11884; + float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); + float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); + float4 staticSwitch11_g11884 = appendResult13_g11888; + #else + float4 staticSwitch11_g11884 = staticSwitch5_g11884; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11889 = staticSwitch11_g11884; + float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); + #else + float3 staticSwitch21_g11889 = temp_output_6_0_g11889; + #endif + float4 break2_g11891 = temp_output_1_0_g11889; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11889 = ( pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11889 ); + #else + float3 staticSwitch22_g11889 = staticSwitch21_g11889; + #endif + float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); + float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); + float4 staticSwitch7_g11884 = appendResult9_g11889; + #else + float4 staticSwitch7_g11884 = staticSwitch11_g11884; + #endif + float4 temp_output_2_0_g11892 = staticSwitch7_g11884; + #ifdef _ENABLESHADOW_ON + float4 break4_g11894 = temp_output_2_0_g11892; + float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); + float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11894 = appendResult85_g11892; + float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); + float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); + float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); + float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); + float4 staticSwitch82_g11892 = appendResult18_g11894; + #else + float4 staticSwitch82_g11892 = temp_output_2_0_g11892; + #endif + float4 break4_g11895 = staticSwitch82_g11892; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11753 = 1.0; + #else + float staticSwitch8_g11753 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11753 = 1.0; + #else + float staticSwitch9_g11753 = staticSwitch8_g11753; + #endif + float customVertexAlpha193 = staticSwitch9_g11753; + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11895; + float4 temp_output_1_0_g11898 = temp_output_344_0; + float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11898.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11898; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11905 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11905 = (float4(( (temp_output_7_0_g11905).rgb / max( temp_output_7_0_g11905.a , 1E-05 ) ) , temp_output_7_0_g11905.a)); + float4 staticSwitch6_g11905 = appendResult2_g11905; + #else + float4 staticSwitch6_g11905 = temp_output_7_0_g11905; + #endif + + float4 Color = staticSwitch6_g11905; + + half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + Cull Off + + HLSLPROGRAM + + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE + + #define _SURFACE_TYPE_TRANSPARENT 1 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT + #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT + #define FEATURES_GRAPH_VERTEX + + #define SHADERPASS SHADERPASS_DEPTHONLY + #define SCENEPICKINGPASS 1 + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPRedTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPCyanTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + float4 _ShineColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + float4 _MetalColor; + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + float4 _CamouflageColorA; + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + float4 _SineGlowColor; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + float2 _BurnPosition; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineTextureSpeed; + float2 _InnerOutlineNoiseSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineDistortionIntensity; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineNoiseScale; + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveOffset; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Offset; + float2 _TextureLayer2ScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + float2 _UVScalePivot; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + float _RainbowSaturation; + float _RainbowBrightness; + float _RainbowContrast; + float _RainbowDensity; + #endif + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + float _FrozenHighlightDensity; + float _FrozenFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + int _TextureLayer2Columns; + int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + float _SourceAlphaDissolveNoiseFactor; + float _SourceAlphaDissolveFade; + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + float _ShineRotation; + float _ShineFrequency; + float _ShineSpeed; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedFade; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedReduce; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + float _EnchantedBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeSmoothness; + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFrequency; + #endif + float _MaskBrightness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + float _OuterOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueContrast; + float _AddHueSaturation; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceRange; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameRadius; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameNoiseFactor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + float _InkSpreadContrast; + #endif + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintFade; + float _BlackTintPower; + #endif + #ifdef _ENABLESPLITTONING_ON + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float _Brightness; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + #endif + float _NormalIntensity; + + + + struct VertexInput + { + float3 positionOS : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_SKINNED_VERTEX_INPUTS + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + float4 _SelectionID; + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11716( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11714( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11678( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11718( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11755( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11761( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11789( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11808( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11835( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11830( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11831( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11823( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11821( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11822( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11817( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11852( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11871( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11877( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + VertexOutput vert(VertexInput v ) + { + VertexOutput o = (VertexOutput)0; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + UNITY_SKINNED_VERTEX_COMPUTE(v); + + v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11897 = fixedUV475; + float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11900 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + float temp_output_8_0_g11900 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11900 = ( ( sin( ( temp_output_8_0_g11900 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11900 ); + #else + float2 staticSwitch4_g11900 = temp_output_2_0_g11900; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11901 = temp_output_8_0_g11900; + float3 rotatedValue21_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11901 * _VibrateRotation ) ); + float2 staticSwitch6_g11900 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11901 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy ) + staticSwitch4_g11900 ); + #else + float2 staticSwitch6_g11900 = staticSwitch4_g11900; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11900 = ( staticSwitch6_g11900 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11900 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11900 = staticSwitch6_g11900; + #endif + float2 temp_output_424_0 = staticSwitch10_g11900; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (v.positionOS).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (v.positionOS).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord1 = screenPos; + o.ase_texcoord2.xyz = ase_positionWS; + + o.ase_texcoord.xy = v.ase_texcoord.xy; + o.ase_texcoord3 = float4(v.positionOS,1); + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord.zw = 0; + o.ase_texcoord2.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.positionOS; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.positionOS = vertexValue; + #else + v.positionOS += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); + float3 positionWS = TransformObjectToWorld(v.positionOS); + o.positionCS = TransformWorldToHClip(positionWS); + + return o; + } + + half4 frag(VertexOutput IN ) : SV_TARGET + { + float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) ))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11675 = unity_OrthoParams.y; + float temp_output_8_0_g11675 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11675 ); + float2 temp_cast_4 = (temp_output_8_0_g11675).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float clampResult75_g11675 = clamp( localMyCustomExpression16_g11677 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11675).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 ); + float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11719 = staticSwitch62; + float2 temp_output_26_0_g11719 = shaderPosition235; + float temp_output_25_0_g11719 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); + float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #else + float staticSwitch29_g11726 = _UVDistortFade; + #endif + float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); + #else + float2 staticSwitch5_g11719 = temp_output_1_0_g11719; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11725 = staticSwitch5_g11719; + float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11719 = staticSwitch5_g11719; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; + #else + float2 staticSwitch9_g11719 = staticSwitch7_g11719; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; + #else + float2 staticSwitch16_g11719 = staticSwitch9_g11719; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); + #else + float2 staticSwitch14_g11719 = staticSwitch16_g11719; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11719 = clampResult46_g11721; + #else + float2 staticSwitch4_g11719 = staticSwitch14_g11719; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11719 = staticSwitch4_g11719; + #endif + float2 temp_output_1_0_g11730 = staticSwitch24_g11719; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); + #else + float staticSwitch18_g11730 = temp_output_7_0_g11730; + #endif + float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); + float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); + #else + float2 staticSwitch13_g11730 = temp_output_1_0_g11730; + #endif + float2 temp_output_484_0 = staticSwitch13_g11730; + float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); + float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); + float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11713 = shaderPosition235; + float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11715; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11713; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11731 = staticSwitch485; + float2 break11_g11731 = float2( 0,0 ); + float2 break10_g11731 = float2( 1,1 ); + float2 break9_g11731 = spriteRectMin376; + float2 break8_g11731 = spriteRectMax377; + float2 appendResult15_g11731 = (float2( (break9_g11731.x + ( break14_g11731.x - break11_g11731.x ) * ( break8_g11731.x - break9_g11731.x ) / ( break10_g11731.x - break11_g11731.x ) ) , (break9_g11731.y + ( break14_g11731.y - break11_g11731.y ) * ( break8_g11731.y - break9_g11731.y ) / ( break10_g11731.y - break11_g11731.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11733 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11734 = _MainTex; + float4 textureTexelSize3_g11734 = _MainTex_TexelSize; + float2 uvs3_g11734 = temp_output_1_0_g11733; + float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); + float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; + #else + float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11745 = temp_output_10_0_g11735; + float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); + float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; + float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; + float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float temp_output_2_0_g11736 = temp_output_10_0_g11735; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float temp_output_2_0_g11742 = temp_output_10_0_g11735; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11739 = temp_output_10_0_g11735; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11733 = staticSwitch8_g11733; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; + float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); + float temp_output_2_0_g11749 = _SharpenOffset; + float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; + float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; + float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); + float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); + float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); + float4 staticSwitch12_g11733 = appendResult24_g11748; + #else + float4 staticSwitch12_g11733 = staticSwitch3_g11733; + #endif + float4 temp_output_471_0 = staticSwitch12_g11733; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11752 = temp_output_471_0; + float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); + float4 staticSwitch354 = appendResult8_g11752; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11753 = originalColor191; + float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float2 temp_output_7_0_g11753 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); + float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); + float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); + float4 staticSwitch2_g11753 = appendResult31_g11754; + #else + float4 staticSwitch2_g11753 = temp_output_1_0_g11753; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11756 = staticSwitch2_g11753; + float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; + float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult37_g11756 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11753 = appendResult13_g11756; + #else + float4 staticSwitch3_g11753 = staticSwitch2_g11753; + #endif + float4 temp_output_1_0_g11758 = staticSwitch3_g11753; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; + float2 appendResult4_g11759 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); + float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); + float4 staticSwitch2_g11758 = appendResult42_g11759; + #else + float4 staticSwitch2_g11758 = temp_output_1_0_g11758; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11760 = finalUV146; + float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); + float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); + float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); + float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); + float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); + #else + float4 staticSwitch6_g11758 = staticSwitch2_g11758; + #endif + float4 temp_output_3_0_g11762 = staticSwitch6_g11758; + float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; + float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); + float2 temp_output_1_0_g11762 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch81_g11794 = appendResult91_g11794; + #endif + float3 break82_g11794 = (staticSwitch81_g11794).xyz; + float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); + float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); + float4 break2_g11795 = temp_output_1_0_g11794; + float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); + float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); + float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); + float4 staticSwitch43_g11762 = appendResult30_g11794; + #else + float4 staticSwitch43_g11762 = temp_output_3_0_g11762; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11792 = staticSwitch43_g11762; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); + #else + float4 staticSwitch62_g11792 = temp_output_1_0_g11792; + #endif + float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); + float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.8333333 ) + ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.6666667 ) + ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11792 = ifLocalVar46_g11792; + float4 ifLocalVar47_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.3333333 ) + ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11792 = 0; + if( temp_output_43_0_g11792 <= 0.1666667 ) + ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11792 = ifLocalVar47_g11792; + float4 ifLocalVar35_g11792 = 0; + if( temp_output_43_0_g11792 >= 0.5 ) + ifLocalVar35_g11792 = ifLocalVar44_g11792; + else + ifLocalVar35_g11792 = ifLocalVar45_g11792; + float4 break55_g11792 = ifLocalVar35_g11792; + float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); + float4 break2_g11793 = temp_output_1_0_g11792; + float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); + float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); + float4 staticSwitch9_g11762 = appendResult30_g11792; + #else + float4 staticSwitch9_g11762 = staticSwitch43_g11762; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11766 = staticSwitch9_g11762; + float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; + float3 In115_g11766 = temp_output_2_0_g11766; + float3 From115_g11766 = (_ColorReplaceFromColor).rgb; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 To115_g11766 = ( pow( max( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11766 = _ColorReplaceSmoothness; + float Range115_g11766 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); + float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); + float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch29_g11762 = appendResult4_g11766; + #else + float4 staticSwitch29_g11762 = staticSwitch9_g11762; + #endif + float4 temp_output_1_0_g11779 = staticSwitch29_g11762; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; + float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); + float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); + float4 staticSwitch4_g11779 = appendResult8_g11779; + #else + float4 staticSwitch4_g11779 = temp_output_1_0_g11779; + #endif + float4 temp_output_57_0_g11762 = staticSwitch4_g11779; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11802 = (float4(pow( max( (temp_output_1_0_g11802).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11802.a)); + float4 staticSwitch32_g11762 = appendResult4_g11802; + #else + float4 staticSwitch32_g11762 = temp_output_57_0_g11762; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11777 = staticSwitch32_g11762; + float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); + float4 staticSwitch33_g11762 = appendResult6_g11777; + #else + float4 staticSwitch33_g11762 = staticSwitch32_g11762; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11778 = staticSwitch33_g11762; + float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); + float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); + float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); + float4 staticSwitch36_g11762 = appendResult8_g11778; + #else + float4 staticSwitch36_g11762 = staticSwitch33_g11762; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11796 = staticSwitch36_g11762; + float4 break2_g11797 = temp_output_1_0_g11796; + float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); + float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); + float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( max( temp_output_3_0_g11796 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); + float4 staticSwitch30_g11762 = appendResult18_g11796; + #else + float4 staticSwitch30_g11762 = staticSwitch36_g11762; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11774 = staticSwitch30_g11762; + float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; + float4 break12_g11774 = temp_output_1_0_g11774; + float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); + float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); + float4 staticSwitch20_g11762 = appendResult11_g11774; + #else + float4 staticSwitch20_g11762 = staticSwitch30_g11762; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11788 = staticSwitch20_g11762; + float4 break2_g11790 = temp_output_1_0_g11788; + float2 temp_output_65_0_g11788 = shaderPosition235; + float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); + float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); + float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); + float4 staticSwitch17_g11762 = appendResult9_g11788; + #else + float4 staticSwitch17_g11762 = staticSwitch20_g11762; + #endif + float temp_output_39_0_g11762 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11780 = staticSwitch17_g11762; + float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); + float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); + float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch19_g11762 = appendResult6_g11780; + #else + float4 staticSwitch19_g11762 = staticSwitch17_g11762; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11784 = staticSwitch19_g11762; + float4 break2_g11786 = temp_output_1_0_g11784; + float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); + #else + float staticSwitch33_g11784 = _AddHueFade; + #endif + float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( max( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); + float4 staticSwitch23_g11762 = appendResult6_g11784; + #else + float4 staticSwitch23_g11762 = staticSwitch19_g11762; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11781 = staticSwitch23_g11762; + float4 break2_g11782 = temp_output_1_0_g11781; + float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); + #else + float3 staticSwitch27_g11781 = temp_output_13_0_g11781; + #endif + float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( max( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); + float4 staticSwitch28_g11762 = appendResult21_g11781; + #else + float4 staticSwitch28_g11762 = staticSwitch23_g11762; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11769 = staticSwitch28_g11762; + float4 break2_g11770 = temp_output_1_0_g11769; + float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; + float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); + float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); + float4 staticSwitch38_g11762 = appendResult8_g11769; + #else + float4 staticSwitch38_g11762 = staticSwitch28_g11762; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11771 = staticSwitch38_g11762; + float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; + float temp_output_179_0_g11771 = temp_output_39_0_g11762; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); + #else + float3 staticSwitch187_g11771 = temp_output_82_0_g11771; + #endif + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11771 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); + float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); + float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); + float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); + #else + float staticSwitch188_g11771 = temp_output_15_0_g11771.a; + #endif + float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); + float4 staticSwitch12_g11762 = appendResult177_g11771; + #else + float4 staticSwitch12_g11762 = staticSwitch38_g11762; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11799 = staticSwitch12_g11762; + float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; + float temp_output_186_0_g11799 = temp_output_39_0_g11762; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); + #else + float3 staticSwitch199_g11799 = temp_output_82_0_g11799; + #endif + float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11799 = 1.0; + #else + float staticSwitch203_g11799 = temp_output_182_0_g11799; + #endif + float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); + float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11799 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); + float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); + float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); + #else + float staticSwitch200_g11799 = lerpResult168_g11799; + #endif + float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); + float4 staticSwitch13_g11762 = appendResult174_g11799; + #else + float4 staticSwitch13_g11762 = staticSwitch12_g11762; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11776 = staticSwitch13_g11762; + float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); + #else + float3 staticSwitch199_g11776 = temp_output_82_0_g11776; + #endif + float temp_output_213_0_g11776 = ( _PixelOutlineFade * step( temp_output_15_0_g11776.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( temp_output_213_0_g11776 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11776 = 1.0; + #else + float staticSwitch203_g11776 = temp_output_182_0_g11776; + #endif + float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); + float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); + float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); + float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11776); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); + #else + float staticSwitch200_g11776 = lerpResult168_g11776; + #endif + float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); + float4 staticSwitch48_g11762 = appendResult174_g11776; + #else + float4 staticSwitch48_g11762 = staticSwitch13_g11762; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11763 = staticSwitch48_g11762; + float4 break2_g11764 = temp_output_5_0_g11763; + float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); + float4 staticSwitch46_g11762 = appendResult12_g11763; + #else + float4 staticSwitch46_g11762 = staticSwitch48_g11762; + #endif + float4 temp_output_361_0 = staticSwitch46_g11762; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11804 = temp_output_361_0; + float4 break2_g11805 = temp_output_1_0_g11804; + float temp_output_44_0_g11804 = unity_OrthoParams.y; + float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11804 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11804 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); + float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11804; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11807 = staticSwitch56; + float4 break2_g11809 = temp_output_1_0_g11807; + float temp_output_34_0_g11807 = shaderTime237; + float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); + float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); + float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch57 = appendResult27_g11807; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11811 = staticSwitch57; + float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; + float2 temp_output_41_0_g11811 = shaderPosition235; + float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; + float temp_output_40_0_g11811 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); + #else + float2 staticSwitch101_g11841 = temp_output_99_0_g11841; + #endif + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); + float4 break2_g11844 = temp_output_1_0_g11841; + float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( max( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); + float4 staticSwitch26_g11811 = appendResult7_g11841; + #else + float4 staticSwitch26_g11811 = temp_output_3_0_g11811; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11834 = staticSwitch26_g11811; + float temp_output_59_0_g11834 = temp_output_40_0_g11811; + float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; + float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + float4 break2_g11836 = temp_output_1_0_g11834; + float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); + #else + float staticSwitch60_g11834 = _MetalFade; + #endif + float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11834 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); + float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); + float4 staticSwitch28_g11811 = appendResult8_g11834; + #else + float4 staticSwitch28_g11811 = staticSwitch26_g11811; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11826 = staticSwitch28_g11811; + float4 break2_g11827 = temp_output_1_0_g11826; + float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); + float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float temp_output_73_0_g11826 = temp_output_40_0_g11811; + float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); + float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); + float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11826 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); + float4 staticSwitch29_g11811 = appendResult26_g11826; + #else + float4 staticSwitch29_g11811 = staticSwitch28_g11811; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11820 = staticSwitch29_g11811; + float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; + float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); + float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; + float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); + float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); + float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); + float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); + float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); + float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( max( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); + float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); + float4 staticSwitch32_g11811 = appendResult43_g11820; + #else + float4 staticSwitch32_g11811 = staticSwitch29_g11811; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; + float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); + float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); + float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11816 = staticSwitch32_g11811; + float4 break2_g11818 = temp_output_1_0_g11816; + float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); + float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); + float4 staticSwitch34_g11811 = appendResult29_g11816; + #else + float4 staticSwitch34_g11811 = staticSwitch32_g11811; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11812 = staticSwitch34_g11811; + float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; + float4 break2_g11814 = temp_output_1_0_g11812; + float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; + float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); + #else + float staticSwitch98_g11812 = _ShineFade; + #endif + float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( max( lerpResult92_g11812 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); + float4 staticSwitch36_g11811 = appendResult8_g11812; + #else + float4 staticSwitch36_g11811 = staticSwitch34_g11811; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11847 = temp_output_40_0_g11811; + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11847 = staticSwitch36_g11811; + float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; + float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); + float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11847 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); + float4 staticSwitch39_g11811 = appendResult27_g11847; + #else + float4 staticSwitch39_g11811 = staticSwitch36_g11811; + #endif + float4 temp_output_10_0_g11851 = staticSwitch39_g11811; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; + float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; + float temp_output_1_0_g11851 = temp_output_40_0_g11811; + float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); + float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); + float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); + float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); + float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11851 = hsvTorgb53_g11851; + #else + float3 staticSwitch50_g11851 = lerpResult42_g11851; + #endif + float4 break2_g11853 = temp_output_10_0_g11851; + float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( max( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11851 = lerpResult44_g11851; + #else + float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); + #endif + float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); + float4 staticSwitch11_g11851 = appendResult19_g11851; + #else + float4 staticSwitch11_g11851 = temp_output_10_0_g11851; + #endif + float4 temp_output_1_0_g11856 = staticSwitch11_g11851; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11856 = temp_output_1_0_g11856; + float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); + float4 break2_g11857 = temp_output_1_0_g11856; + float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); + float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11856 = hsvTorgb12_g11856; + #else + float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( max( temp_output_4_0_g11856 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); + float4 staticSwitch33_g11856 = appendResult6_g11856; + #else + float4 staticSwitch33_g11856 = temp_output_1_0_g11856; + #endif + float4 temp_output_5_0_g11863 = staticSwitch33_g11856; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11863 = temp_output_5_0_g11863; + float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); + float temp_output_27_0_g11863 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); + #else + float2 staticSwitch73_g11863 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11864 = _TextureLayer1Columns; + int Height10_g11864 = _TextureLayer1Rows; + float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11864 = float2( 0,1 ); + float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; + #else + float2 staticSwitch20_g11863 = temp_output_72_0_g11863; + #endif + float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); + float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); + float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); + float4 break2_g11865 = temp_output_5_0_g11863; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11863 = ( pow( max( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11863 ); + #else + float3 staticSwitch80_g11863 = temp_output_16_0_g11863; + #endif + float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); + float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); + float4 staticSwitch15_g11863 = appendResult14_g11863; + #else + float4 staticSwitch15_g11863 = temp_output_5_0_g11863; + #endif + float4 temp_output_5_0_g11859 = staticSwitch15_g11863; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11859 = temp_output_5_0_g11859; + float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); + float temp_output_27_0_g11859 = temp_output_40_0_g11811; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); + #else + float2 staticSwitch73_g11859 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11860 = _TextureLayer2Columns; + int Height10_g11860 = _TextureLayer2Rows; + float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11860 = float2( 0,1 ); + float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; + #else + float2 staticSwitch20_g11859 = temp_output_72_0_g11859; + #endif + float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); + float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); + float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); + float4 break2_g11861 = temp_output_5_0_g11859; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11859 = ( pow( max( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11859 ); + #else + float3 staticSwitch84_g11859 = temp_output_16_0_g11859; + #endif + float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); + float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); + float4 staticSwitch15_g11859 = appendResult14_g11859; + #else + float4 staticSwitch15_g11859 = temp_output_5_0_g11859; + #endif + float4 temp_output_473_0 = staticSwitch15_g11859; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11867 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11867; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11868 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11868; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11869 = staticSwitch75; + float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11869 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); + float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); + float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); + float4 staticSwitch3_g11869 = appendResult3_g11870; + #else + float4 staticSwitch3_g11869 = temp_output_1_0_g11869; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; + float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); + float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11878 = staticSwitch3_g11869; + float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); + float4 staticSwitch5_g11869 = appendResult3_g11878; + #else + float4 staticSwitch5_g11869 = staticSwitch3_g11869; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11880 = staticSwitch5_g11869; + float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); + float4 staticSwitch8_g11869 = appendResult3_g11880; + #else + float4 staticSwitch8_g11869 = staticSwitch5_g11869; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; + float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); + float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11876 = staticSwitch8_g11869; + float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); + float4 staticSwitch9_g11869 = appendResult3_g11876; + #else + float4 staticSwitch9_g11869 = staticSwitch8_g11869; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11872 = staticSwitch9_g11869; + float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; + float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11872 = rotatedValue136_g11872; + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); + float4 staticSwitch11_g11869 = appendResult3_g11872; + #else + float4 staticSwitch11_g11869 = staticSwitch9_g11869; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; + float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11874 = rotatedValue136_g11874; + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); + float4 temp_output_1_0_g11874 = staticSwitch11_g11869; + float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); + float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); + float4 staticSwitch15_g11869 = appendResult3_g11874; + #else + float4 staticSwitch15_g11869 = staticSwitch11_g11869; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11882 = staticSwitch15_g11869; + float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; + float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); + float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); + float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); + float4 staticSwitch13_g11869 = appendResult3_g11882; + #else + float4 staticSwitch13_g11869 = staticSwitch15_g11869; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); + #else + float3 staticSwitch16_g11885 = temp_output_3_0_g11885; + #endif + float4 temp_output_1_0_g11885 = staticSwitch13_g11869; + float4 break2_g11887 = temp_output_1_0_g11885; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( max( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11885 = staticSwitch16_g11885; + #endif + float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); + float4 staticSwitch5_g11884 = appendResult6_g11885; + #else + float4 staticSwitch5_g11884 = staticSwitch13_g11869; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11888 = staticSwitch5_g11884; + float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); + float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); + float4 staticSwitch11_g11884 = appendResult13_g11888; + #else + float4 staticSwitch11_g11884 = staticSwitch5_g11884; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11889 = staticSwitch11_g11884; + float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); + #else + float3 staticSwitch21_g11889 = temp_output_6_0_g11889; + #endif + float4 break2_g11891 = temp_output_1_0_g11889; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11889 = ( pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11889 ); + #else + float3 staticSwitch22_g11889 = staticSwitch21_g11889; + #endif + float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); + float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); + float4 staticSwitch7_g11884 = appendResult9_g11889; + #else + float4 staticSwitch7_g11884 = staticSwitch11_g11884; + #endif + float4 temp_output_2_0_g11892 = staticSwitch7_g11884; + #ifdef _ENABLESHADOW_ON + float4 break4_g11894 = temp_output_2_0_g11892; + float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); + float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11894 = appendResult85_g11892; + float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); + float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); + float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); + float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); + float4 staticSwitch82_g11892 = appendResult18_g11894; + #else + float4 staticSwitch82_g11892 = temp_output_2_0_g11892; + #endif + float4 break4_g11895 = staticSwitch82_g11892; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11753 = 1.0; + #else + float staticSwitch8_g11753 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11753 = 1.0; + #else + float staticSwitch9_g11753 = staticSwitch8_g11753; + #endif + float customVertexAlpha193 = staticSwitch9_g11753; + float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11895; + float4 temp_output_1_0_g11898 = temp_output_344_0; + float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11898.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11898; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11905 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11905 = (float4(( (temp_output_7_0_g11905).rgb / max( temp_output_7_0_g11905.a , 1E-05 ) ) , temp_output_7_0_g11905.a)); + float4 staticSwitch6_g11905 = appendResult2_g11905; + #else + float4 staticSwitch6_g11905 = temp_output_7_0_g11905; + #endif + + float4 Color = staticSwitch6_g11905; + half4 outColor = _SelectionID; + return outColor; + } + + ENDHLSL + } + + } + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback "Hidden/InternalErrorShader" +} +/*ASEBEGIN +Version=19903 +Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 +Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3105.9,-3835.053;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, 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Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta new file mode 100644 index 00000000..48bd970f --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta @@ -0,0 +1,33 @@ +fileFormatVersion: 2 +guid: da8efd605fdd20949a21be6242000625 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _MaskMap: {instanceID: 0} + - _NormalMap: {instanceID: 0} + - _FadingMask: {instanceID: 0} + - _UberNoiseTexture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + - _StrongTintMask: {instanceID: 0} + - _AddColorMask: {instanceID: 0} + - _RecolorRGBTexture: {instanceID: 0} + - _RecolorRGBYCPTexture: {instanceID: 0} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - 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Ultimate/Shaders/3D Lit BuiltIn SSU.shader @@ -0,0 +1,16320 @@ +// Made with Amplify Shader Editor v1.9.8.1 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _NormalMap("Normal Map", 2D) = "bump" {} + _NormalIntensity("Normal Intensity", Float) = 1 + _Smoothness("Smoothness", Range( 0 , 1)) = 0.5 + _Metallic("Metallic", Range( 0 , 1)) = 0 + [Toggle(_METALLICMAPTOGGLE_ON)] _MetallicMapToggle("Metallic Map Toggle", Float) = 0 + _MetallicMap("Metallic Map", 2D) = "white" {} + [Toggle(_EMISSIONTOGGLE_ON)] _EmissionToggle("Emission Toggle", Float) = 0 + [HDR]_EmissionTint("Emission Tint", Color) = (2.996078,0.1568628,0.1568628,0) + _EmissionMap("Emission Map", 2D) = "white" {} + [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 + [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 + [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 + [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 + _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) + [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 + [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 + [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 + _PixelsPerUnit("Pixels Per Unit", Float) = 100 + _ScreenWidthUnits("Screen Width Units", Float) = 10 + _RectWidth("Rect Width", Float) = 100 + _RectHeight("Rect Height", Float) = 100 + [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 + _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 + _FadingPosition("Fading: Position", Vector) = (0,0,0,0) + _FadingWidth("Fading: Width", Float) = 0.3 + _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 + _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) + _FadingMask("Fading: Mask", 2D) = "white" {} + [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 + [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 + _TimeValue("Time: Value", Float) = 0 + [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 + _TimeSpeed("Time: Speed", Float) = 1 + [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 + _TimeFPS("Time: FPS", Float) = 5 + [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 + _TimeFrequency("Time: Frequency", Float) = 2 + _TimeRange("Time: Range", Float) = 0.5 + _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} + [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 + _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 + [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) + [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 + _StrongTintContrast("Strong Tint: Contrast", Float) = 0 + [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 + _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} + [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 + _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 + [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) + [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 + _AddColorContrast("Add Color: Contrast", Float) = 0.5 + [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 + _AddColorMask("Add Color: Mask", 2D) = "white" {} + [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 + _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) + _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 + [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 + _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 + _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) + _ShadowColor("Shadow: Color", Color) = (0,0,0,0) + [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 + _Brightness("Brightness", Float) = 1 + [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 + _Contrast("Contrast", Float) = 1 + [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 + _Saturation("Saturation", Float) = 1 + [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 + _Hue("Hue", Range( -1 , 1)) = 0 + [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 + _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 + _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} + [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 + _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 + _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} + [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 + _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) + _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 + [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 + _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) + _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 + _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} + _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 + _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) + _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 + [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 + _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) + _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 + _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} + _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 + _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) + _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 + _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 + [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 + _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} + _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 + _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 + _AddHueSpeed("Add Hue: Speed", Float) = 1 + _AddHueBrightness("Add Hue: Brightness", Float) = 2 + _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 + _AddHueContrast("Add Hue: Contrast", Float) = 0.5 + [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 + _AddHueMask("Add Hue: Mask", 2D) = "white" {} + [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 + _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) + [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) + _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 + _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 + [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 + _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 + [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 + _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 + [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) + _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 + _InkSpreadDistance("Ink Spread: Distance", Float) = 3 + _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) + _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 + _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) + _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 + [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 + _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) + _BlackTintPower("Black Tint: Power", Float) = 4 + [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 + _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) + _SineGlowContrast("Sine Glow: Contrast", Float) = 1 + _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 + _SineGlowMin("Sine Glow: Min", Float) = 0 + _SineGlowMax("Sine Glow: Max", Float) = 1 + [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 + _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} + [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 + _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 + [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) + [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) + _SplitToningContrast("Split Toning: Contrast", Float) = 1 + _SplitToningBalance("Split Toning: Balance", Float) = 1 + _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 + [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 + _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 + _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) + [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) + _ColorReplaceRange("Color Replace: Range", Float) = 0.05 + _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 + _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 + [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 + _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 + [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 + _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 + [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) + _HologramContrast("Hologram: Contrast", Float) = 1 + _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 + _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 + _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 + _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 + _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 + _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 + _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 + _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 + [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 + _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 + _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 + _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) + _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) + _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 + _GlitchBrightness("Glitch: Brightness", Float) = 4 + _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) + _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) + _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) + _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) + _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) + [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 + _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 + [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) + _FrozenContrast("Frozen: Contrast", Float) = 2 + [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) + _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 + _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 + _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) + [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) + _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 + _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 + _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) + _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) + _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) + _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 + _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 + _RainbowBrightness("Rainbow: Brightness", Float) = 2 + _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 + _RainbowContrast("Rainbow: Contrast", Float) = 1 + _RainbowSpeed("Rainbow: Speed", Float) = 1 + _RainbowDensity("Rainbow: Density", Float) = 0.5 + _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) + _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) + _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 + [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 + _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 + _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) + _CamouflageContrast("Camouflage: Contrast", Float) = 1 + _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) + _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) + _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) + _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) + [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 + _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 + _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 + [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) + _MetalContrast("Metal: Contrast", Float) = 2 + [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) + _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 + _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 + _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) + _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) + _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) + _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) + [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 + [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} + [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 + _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 + [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) + _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 + _ShineContrast("Shine: Contrast", Float) = 2 + _ShineWidth("Shine: Width", Float) = 0.1 + _ShineSpeed("Shine: Speed", Float) = 5 + _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 + _ShineSmooth("Shine: Smoothness", Float) = 1 + _ShineFrequency("Shine: Frequency", Float) = 0.3 + [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 + [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} + [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 + _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 + _BurnPosition("Burn: Position", Vector) = (0,5,0,0) + _BurnRadius("Burn: Radius", Float) = 5 + [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) + _BurnWidth("Burn: Width", Float) = 0.1 + _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) + _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 + [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) + _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 + [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) + _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 + _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) + _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 + _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 + _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 + [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) + _PoisonDensity("Poison: Density", Float) = 3 + _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 + _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 + _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 + _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) + _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) + [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 + _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 + _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) + _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) + _EnchantedBrightness("Enchanted: Brightness", Float) = 1 + _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 + _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 + [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 + _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 + _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 + _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 + [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) + [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) + [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 + [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 + _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 + _ShiftingSpeed("Shifting: Speed", Float) = 0.5 + _ShiftingDensity("Shifting: Density", Float) = 1.5 + _ShiftingBrightness("Shifting: Brightness", Float) = 1 + _ShiftingContrast("Shifting: Contrast", Float) = 0.5 + [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 + _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 + [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) + [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) + [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 + _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 + _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} + [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) + _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 + _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 + _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 + _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 + _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 + _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 + _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 + _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 + _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 + _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} + [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) + _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 + _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 + _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 + _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 + _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 + _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 + _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 + _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 + _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 + _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 + _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 + [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 + _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 + _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) + _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 + _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 + [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 + _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 + _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) + _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 + [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 + [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 + _HalftoneFade("Halftone: Fade", Float) = 1 + _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) + _HalftoneTiling("Halftone: Tiling", Float) = 4 + _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 + [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 + _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 + _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 + _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 + _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) + _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 + _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 + _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 + [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) + _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 + _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 + _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 + _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 + _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 + _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 + _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) + _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 + _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) + [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 + [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 + _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 + _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) + _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 + _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 + _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 + _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 + [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 + _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 + _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) + _SqueezePower("Squeeze: Power", Float) = 1 + _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 + _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 + _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) + _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) + _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) + _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 + [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} + [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 + _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) + [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 + _UVRotateSpeed("UV Rotate: Speed", Float) = 1 + _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 + _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 + _SineRotateAngle("Sine Rotate: Angle", Float) = 15 + _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 + _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 + _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 + _WiggleSpeed("Wiggle: Speed", Float) = 2 + _WiggleFrequency("Wiggle: Frequency", Float) = 2 + _WiggleOffset("Wiggle: Offset", Float) = 0.02 + [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 + [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 + _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) + _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 + _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 + _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) + _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) + [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 + _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 + _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 + _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 + _VibrateOffset("Vibrate: Offset", Float) = 0.04 + _VibrateFrequency("Vibrate: Frequency", Float) = 100 + _VibrateRotation("Vibrate: Rotation", Float) = 4 + [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 + _WindRotation("Wind: Rotation", Float) = 0 + _WindMaxRotation("Wind: Max Rotation", Float) = 2 + _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 + _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 + _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 + [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 + _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 + _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 + _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 + _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 + [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 + [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 + _WindXPosition("Wind: X Position", Float) = 0 + _WindFlip("Wind: Flip", Float) = 0 + [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 + _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 + _SquishStretch("Squish: Stretch", Float) = 0.1 + _SquishSquish("Squish: Squish", Float) = 0.1 + _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 + [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 + _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 + _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 + [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 + _FlameBrightness("Flame: Brightness", Float) = 10 + _FlameSmooth("Flame: Smooth", Float) = 2 + _FlameRadius("Flame: Radius", Float) = 0.2 + _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) + _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 + _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 + _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) + [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 + _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 + _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 + [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 + _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 + _SharpenFactor("Sharpen: Factor", Float) = 4 + _SharpenOffset("Sharpen: Offset", Float) = 2 + [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 + [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 + _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 + _SmokeSmoothness("Smoke: Smoothness", Float) = 1 + _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 + _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 + _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 + [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 + [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 + _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} + _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 + _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) + _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 + _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 + [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 + _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) + _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) + _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 + [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 + _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) + _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) + _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + //[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + //[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 + } + + SubShader + { + + Tags { "RenderType"="Transparent" "Queue"="Transparent" "DisableBatching"="False" } + LOD 0 + + Cull Off + AlphaToMask Off + ZWrite Off + ZTest LEqual + ColorMask RGBA + + Blend Off + + + CGINCLUDE + #pragma target 3.5 + + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + ENDCG + + + Pass + { + + Name "ForwardBase" + Tags { "LightMode"="ForwardBase" } + + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30) + float4 lmap : TEXCOORD0; + #endif + #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH + half3 sh : TEXCOORD1; + #endif + #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHTING_COORDS(2,3) + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_SHADOW_COORDS(2) + #else + SHADOW_COORDS(2) + #endif + #endif + #ifdef ASE_FOG + UNITY_FOG_COORDS(4) + #endif + float4 tSpace0 : TEXCOORD5; + float4 tSpace1 : TEXCOORD6; + float4 tSpace2 : TEXCOORD7; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord9.xy = v.ase_texcoord.xy; + o.ase_texcoord10 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + o.pos = UnityObjectToClipPos(v.vertex); + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); + fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 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); + + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + #ifdef VERTEXLIGHT_ON + o.sh += Shade4PointLights ( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, worldPos, worldNormal); + #endif + o.sh = ShadeSHPerVertex (worldNormal, o.sh); + #endif + #endif + + #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); + #else + TRANSFER_SHADOW(o); + #endif + #endif + + #ifdef ASE_FOG + UNITY_TRANSFER_FOG(o,o.pos); + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(o.pos); + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag (v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); + float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); + float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); + float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) + #else + half atten = 1; + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (worldPos).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + float2 temp_output_11_0_g11901 = finalUV146; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3(0,0,0); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); + float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); + #else + float staticSwitch23_g11901 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); + #else + float staticSwitch22_g11901 = _Smoothness; + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); + o.Emission = staticSwitch13_g11901; + #if defined(_SPECULAR_SETUP) + o.Specular = fixed3( 0, 0, 0 ); + #else + o.Metallic = staticSwitch23_g11901; + #endif + o.Smoothness = staticSwitch22_g11901; + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = 0.0; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + fixed4 c = 0; + float3 worldN; + worldN.x = dot(IN.tSpace0.xyz, o.Normal); + worldN.y = dot(IN.tSpace1.xyz, o.Normal); + worldN.z = dot(IN.tSpace2.xyz, o.Normal); + worldN = normalize(worldN); + o.Normal = worldN; + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = worldPos; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI(o, giInput, gi); + #else + LightingStandard_GI( o, giInput, gi ); + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular (o, worldViewDir, gi); + #else + c += LightingStandard( o, worldViewDir, gi ); + #endif + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + //#ifdef ASE_REFRACTION + // float4 projScreenPos = ScreenPos / ScreenPos.w; + // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + // projScreenPos.xy += refractionOffset.xy; + // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; + // color.rgb = lerp( refraction, color.rgb, color.a ); + // color.a = 1; + //#endif + + c.rgb += o.Emission; + + #ifdef ASE_FOG + UNITY_APPLY_FOG(IN.fogCoord, c); + #endif + return c; + } + ENDCG + } + + + Pass + { + + Name "ForwardAdd" + Tags { "LightMode"="ForwardAdd" } + ZWrite Off + Blend SrcAlpha One + + CGPROGRAM + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #ifndef UNITY_PASS_FORWARDADD + #define UNITY_PASS_FORWARDADD + #endif + #include "HLSLSupport.cginc" + #if !defined( UNITY_INSTANCED_LOD_FADE ) + #define UNITY_INSTANCED_LOD_FADE + #endif + #if !defined( UNITY_INSTANCED_SH ) + #define UNITY_INSTANCED_SH + #endif + #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHTING_COORDS(1,2) + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_SHADOW_COORDS(1) + #else + SHADOW_COORDS(1) + #endif + #endif + #ifdef ASE_FOG + UNITY_FOG_COORDS(3) + #endif + float4 tSpace0 : TEXCOORD5; + float4 tSpace1 : TEXCOORD6; + float4 tSpace2 : TEXCOORD7; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord9.xy = v.ase_texcoord.xy; + o.ase_texcoord10 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + o.pos = UnityObjectToClipPos(v.vertex); + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); + fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 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); + + #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); + #else + TRANSFER_SHADOW(o); + #endif + #endif + + #ifdef ASE_FOG + UNITY_TRANSFER_FOG(o,o.pos); + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(o.pos); + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag ( v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); + float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); + float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); + float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) + #else + half atten = 1; + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + + float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (worldPos).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + float2 temp_output_11_0_g11901 = finalUV146; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3(0,0,0); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); + float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); + #else + float staticSwitch23_g11901 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); + #else + float staticSwitch22_g11901 = _Smoothness; + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); + o.Emission = staticSwitch13_g11901; + #if defined(_SPECULAR_SETUP) + o.Specular = fixed3( 0, 0, 0 ); + #else + o.Metallic = staticSwitch23_g11901; + #endif + o.Smoothness = staticSwitch22_g11901; + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = 0.0; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + fixed4 c = 0; + float3 worldN; + worldN.x = dot(IN.tSpace0.xyz, o.Normal); + worldN.y = dot(IN.tSpace1.xyz, o.Normal); + worldN.z = dot(IN.tSpace2.xyz, o.Normal); + worldN = normalize(worldN); + o.Normal = worldN; + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular( o, worldViewDir, gi ); + #else + c += LightingStandard( o, worldViewDir, gi ); + #endif + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + //#ifdef ASE_REFRACTION + // float4 projScreenPos = ScreenPos / ScreenPos.w; + // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + // projScreenPos.xy += refractionOffset.xy; + // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; + // color.rgb = lerp( refraction, color.rgb, color.a ); + // color.a = 1; + //#endif + + #ifdef ASE_FOG + UNITY_APPLY_FOG(IN.fogCoord, c); + #endif + return c; + } + ENDCG + } + + + Pass + { + + Name "Deferred" + Tags { "LightMode"="Deferred" } + + AlphaToMask Off + + CGPROGRAM + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_prepassfinal + #ifndef UNITY_PASS_DEFERRED + #define UNITY_PASS_DEFERRED + #endif + #include "HLSLSupport.cginc" + #if !defined( UNITY_INSTANCED_LOD_FADE ) + #define UNITY_INSTANCED_LOD_FADE + #endif + #if !defined( UNITY_INSTANCED_SH ) + #define UNITY_INSTANCED_SH + #endif + #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + float4 lmap : TEXCOORD2; + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + half3 sh : TEXCOORD3; + #endif + #else + #ifdef DIRLIGHTMAP_OFF + float4 lmapFadePos : TEXCOORD4; + #endif + #endif + float4 tSpace0 : TEXCOORD5; + float4 tSpace1 : TEXCOORD6; + float4 tSpace2 : TEXCOORD7; + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef LIGHTMAP_ON + float4 unity_LightmapFade; + #endif + fixed4 unity_Ambient; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + #endif + uniform float _ShadowFade; + #ifdef _ENABLESHADOW_ON + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord9 = screenPos; + + o.ase_texcoord8.xy = v.ase_texcoord.xy; + o.ase_texcoord10 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord8.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + o.pos = UnityObjectToClipPos(v.vertex); + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); + fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 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); + + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #else + o.lmap.zw = 0; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #ifdef DIRLIGHTMAP_OFF + o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; + o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); + #endif + #else + o.lmap.xy = 0; + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + o.sh = ShadeSHPerVertex (worldNormal, o.sh); + #endif + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + void frag (v2f IN + , out half4 outGBuffer0 : SV_Target0 + , out half4 outGBuffer1 : SV_Target1 + , out half4 outGBuffer2 : SV_Target2 + , out half4 outEmission : SV_Target3 + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + , out half4 outShadowMask : SV_Target4 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); + float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); + float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); + float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); + half atten = 1; + + float2 texCoord363 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord9; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (worldPos).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord8.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord8.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord8.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord8.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord8.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord8.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord8.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord8.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + float2 temp_output_11_0_g11901 = finalUV146; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3(0,0,0); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 ); + float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic ); + #else + float staticSwitch23_g11901 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r ); + #else + float staticSwitch22_g11901 = _Smoothness; + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity ); + o.Emission = staticSwitch13_g11901; + #if defined(_SPECULAR_SETUP) + o.Specular = fixed3( 0, 0, 0 ); + #else + o.Metallic = staticSwitch23_g11901; + #endif + o.Smoothness = staticSwitch22_g11901; + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = 0.0; + float3 BakedGI = 0; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + float3 worldN; + worldN.x = dot(IN.tSpace0.xyz, o.Normal); + worldN.y = dot(IN.tSpace1.xyz, o.Normal); + worldN.z = dot(IN.tSpace2.xyz, o.Normal); + worldN = normalize(worldN); + o.Normal = worldN; + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = 0; + gi.light.dir = half3(0,1,0); + + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = worldPos; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI( o, giInput, gi ); + #else + LightingStandard_GI( o, giInput, gi ); + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + #if defined(_SPECULAR_SETUP) + outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #else + outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #endif + + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0)); + #endif + #ifndef UNITY_HDR_ON + outEmission.rgb = exp2(-outEmission.rgb); + #endif + } + ENDCG + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + Cull Off + + CGPROGRAM + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + #ifndef UNITY_PASS_META + #define UNITY_PASS_META + #endif + #include "HLSLSupport.cginc" + #if !defined( UNITY_INSTANCED_LOD_FADE ) + #define UNITY_INSTANCED_LOD_FADE + #endif + #if !defined( UNITY_INSTANCED_SH ) + #define UNITY_INSTANCED_SH + #endif + #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" + + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD1; + float4 lightCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord4 = screenPos; + o.ase_texcoord5.xyz = ase_positionWS; + + o.ase_texcoord3.xy = v.texcoord.xyzw.xy; + o.ase_texcoord6 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.zw = 0; + o.ase_texcoord5.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); + } + #endif + + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag (v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + + float2 texCoord363 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord4; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord5.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11901 = finalUV146; + float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 ); + float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b)); + float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a ); + #else + float3 staticSwitch13_g11901 = float3(0,0,0); + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = fixed3( 0, 0, 1 ); + o.Emission = staticSwitch13_g11901; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = 0.0; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = o.Albedo; + metaIN.Emission = o.Emission; + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + ZWrite On + ZTest LEqual + AlphaToMask Off + + CGPROGRAM + #define _ALPHABLEND_ON 1 + #define UNITY_STANDARD_USE_DITHER_MASK 1 + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #ifndef UNITY_PASS_SHADOWCASTER + #define UNITY_PASS_SHADOWCASTER + #endif + #include "HLSLSupport.cginc" + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #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 "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + V2F_SHADOW_CASTER; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + sampler3D _DitherMaskLOD; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11712( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11710( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11668( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11680( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11752( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11754( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11786( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11770( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11797( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11805( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11843( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11840( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11827( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11820( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11814( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11849( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11868( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11870( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11895 = fixedUV475; + float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11896 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + float temp_output_8_0_g11896 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 ); + #else + float2 staticSwitch4_g11896 = temp_output_2_0_g11896; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11897 = temp_output_8_0_g11896; + float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) ); + float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 ); + #else + float2 staticSwitch6_g11896 = staticSwitch4_g11896; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11896 = staticSwitch6_g11896; + #endif + float2 temp_output_424_0 = staticSwitch10_g11896; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord3 = screenPos; + o.ase_texcoord4.xyz = ase_positionWS; + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + o.ase_texcoord5 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + o.ase_texcoord4.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag (v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + + float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11664 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11664 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11664 = spriteRectMax377; + float2 break9_g11664 = float2( 0,0 ); + float2 break8_g11664 = float2( 1,1 ); + float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y)))); + float2 staticSwitch366 = appendResult15_g11664; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11667 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11668 = _WindMinIntensity; + #else + float staticSwitch117_g11668 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11668 = _WindMaxIntensity; + #else + float staticSwitch118_g11668 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11668 = _WindXPosition; + #else + float staticSwitch111_g11668 = transform62_g11668.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11668 = _WindNoiseScale; + #else + float staticSwitch113_g11668 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11665 = _TimeValue; + #else + float staticSwitch44_g11665 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11665 = UnscaledTime; + #else + float staticSwitch34_g11665 = staticSwitch44_g11665; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed ); + #else + float staticSwitch37_g11665 = staticSwitch34_g11665; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11665 = staticSwitch37_g11665; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11665 = staticSwitch38_g11665; + #endif + float shaderTime237 = staticSwitch42_g11665; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11668 = WindTime; + #endif + float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 ); + float x101_g11668 = temp_output_50_0_g11668; + float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 ); + float2 temp_cast_0 = (temp_output_50_0_g11668).xx; + float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11668 = simplePerlin2D121_g11668; + #else + float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 ); + #endif + float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668); + float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11668 = temp_output_3_0_g11667; + float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip ); + float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 ))); + float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) ); + float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy; + #else + float2 staticSwitch4_g11667 = temp_output_3_0_g11667; + #endif + float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11666 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11666 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11666 = temp_output_61_0_g11666; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11666 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11666 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11666 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11666; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11669 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11667; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11672 = shaderPosition235; + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11672 = rotatedValue136_g11672; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11677 = unity_OrthoParams.y; + float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 ); + float2 temp_cast_4 = (temp_output_8_0_g11677).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11677).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 ); + float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11675 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11675; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11716 = staticSwitch62; + float2 temp_output_26_0_g11716 = shaderPosition235; + float temp_output_25_0_g11716 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726); + float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) ); + #else + float staticSwitch29_g11723 = _UVDistortFade; + #endif + float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) ); + #else + float2 staticSwitch5_g11716 = temp_output_1_0_g11716; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11722 = staticSwitch5_g11716; + float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11716 = staticSwitch5_g11716; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy; + #else + float2 staticSwitch9_g11716 = staticSwitch7_g11716; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy; + #else + float2 staticSwitch16_g11716 = staticSwitch9_g11716; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 ); + #else + float2 staticSwitch14_g11716 = staticSwitch16_g11716; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11716 = clampResult46_g11718; + #else + float2 staticSwitch4_g11716 = staticSwitch14_g11716; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11716 = staticSwitch4_g11716; + #endif + float2 temp_output_1_0_g11727 = staticSwitch24_g11716; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y ); + #else + float staticSwitch18_g11727 = temp_output_7_0_g11727; + #endif + float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0)); + float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 ); + #else + float2 staticSwitch13_g11727 = temp_output_1_0_g11727; + #endif + float2 temp_output_484_0 = staticSwitch13_g11727; + float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 ); + float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 ); + float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11709 = shaderPosition235; + float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11711; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11709; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11728 = staticSwitch485; + float2 break11_g11728 = float2( 0,0 ); + float2 break10_g11728 = float2( 1,1 ); + float2 break9_g11728 = spriteRectMin376; + float2 break8_g11728 = spriteRectMax377; + float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11730 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11731 = _MainTex; + float4 textureTexelSize3_g11731 = _MainTex_TexelSize; + float2 uvs3_g11731 = temp_output_1_0_g11730; + float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 ); + float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731; + #else + float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11742 = temp_output_10_0_g11732; + float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); + float2 temp_output_7_0_g11732 = temp_output_1_0_g11730; + float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; + float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; + float temp_output_2_0_g11733 = temp_output_10_0_g11732; + float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0)); + float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 ); + float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11735 = temp_output_1_0_g11733; + float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733)); + float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 ); + float2 temp_output_1_0_g11734 = temp_output_1_0_g11733; + float temp_output_2_0_g11739 = temp_output_10_0_g11732; + float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); + float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; + float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; + float temp_output_2_0_g11736 = temp_output_10_0_g11732; + float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); + float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; + float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); + float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); + float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; + float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11730 = staticSwitch8_g11730; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11745 = temp_output_1_0_g11730; + float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 ); + float temp_output_2_0_g11746 = _SharpenOffset; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 ); + float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745)); + float4 staticSwitch12_g11730 = appendResult24_g11745; + #else + float4 staticSwitch12_g11730 = staticSwitch3_g11730; + #endif + float4 temp_output_471_0 = staticSwitch12_g11730; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11749 = temp_output_471_0; + float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a)); + float4 staticSwitch354 = appendResult8_g11749; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11750 = originalColor191; + float4 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_7_0_g11750 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11751 = temp_output_7_0_g11750; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 ); + float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge )); + float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a ))); + float4 staticSwitch2_g11750 = appendResult31_g11751; + #else + float4 staticSwitch2_g11750 = temp_output_1_0_g11750; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11753 = staticSwitch2_g11750; + float2 temp_output_57_0_g11753 = temp_output_7_0_g11750; + float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 ); + float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 ); + float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11750 = appendResult13_g11753; + #else + float4 staticSwitch3_g11750 = staticSwitch2_g11750; + #endif + float4 temp_output_1_0_g11755 = staticSwitch3_g11750; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 ); + float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a)); + float4 staticSwitch2_g11755 = appendResult42_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11757 = finalUV146; + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 ); + float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness ); + float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757)); + float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 ); + #else + float4 staticSwitch6_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_3_0_g11759 = staticSwitch6_g11755; + float4 temp_output_1_0_g11791 = temp_output_3_0_g11759; + float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0)); + float2 temp_output_1_0_g11759 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch81_g11791 = appendResult91_g11791; + #endif + float3 break82_g11791 = (staticSwitch81_g11791).xyz; + float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 ); + float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b)); + float4 break2_g11792 = temp_output_1_0_g11791; + float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) ); + float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade )); + float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch43_g11759 = appendResult30_g11791; + #else + float4 staticSwitch43_g11759 = temp_output_3_0_g11759; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11789 = staticSwitch43_g11759; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 ); + #else + float4 staticSwitch62_g11789 = temp_output_1_0_g11789; + #endif + float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb ); + float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.8333333 ) + ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.6666667 ) + ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11789 = ifLocalVar46_g11789; + float4 ifLocalVar47_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.3333333 ) + ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11789 = 0; + if( temp_output_43_0_g11789 <= 0.1666667 ) + ifLocalVar45_g11789 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11789 = ifLocalVar47_g11789; + float4 ifLocalVar35_g11789 = 0; + if( temp_output_43_0_g11789 >= 0.5 ) + ifLocalVar35_g11789 = ifLocalVar44_g11789; + else + ifLocalVar35_g11789 = ifLocalVar45_g11789; + float4 break55_g11789 = ifLocalVar35_g11789; + float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b)); + float4 break2_g11790 = temp_output_1_0_g11789; + float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) ); + float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a)); + float4 staticSwitch9_g11759 = appendResult30_g11789; + #else + float4 staticSwitch9_g11759 = staticSwitch43_g11759; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11763 = staticSwitch9_g11759; + float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb; + float3 In115_g11763 = temp_output_2_0_g11763; + float3 From115_g11763 = (_ColorReplaceFromColor).rgb; + float4 break2_g11764 = temp_output_1_0_g11763; + float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11763 = _ColorReplaceSmoothness; + float Range115_g11763 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 ); + float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade); + float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a)); + float4 staticSwitch29_g11759 = appendResult4_g11763; + #else + float4 staticSwitch29_g11759 = staticSwitch9_g11759; + #endif + float4 temp_output_1_0_g11776 = staticSwitch29_g11759; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb; + float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade); + float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a)); + float4 staticSwitch4_g11776 = appendResult8_g11776; + #else + float4 staticSwitch4_g11776 = temp_output_1_0_g11776; + #endif + float4 temp_output_57_0_g11759 = staticSwitch4_g11776; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11799 = temp_output_57_0_g11759; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a)); + float4 staticSwitch32_g11759 = appendResult4_g11799; + #else + float4 staticSwitch32_g11759 = temp_output_57_0_g11759; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11774 = staticSwitch32_g11759; + float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a)); + float4 staticSwitch33_g11759 = appendResult6_g11774; + #else + float4 staticSwitch33_g11759 = staticSwitch32_g11759; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11775 = staticSwitch33_g11759; + float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb ); + float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) ); + float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a)); + float4 staticSwitch36_g11759 = appendResult8_g11775; + #else + float4 staticSwitch36_g11759 = staticSwitch33_g11759; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11793 = staticSwitch36_g11759; + float4 break2_g11794 = temp_output_1_0_g11793; + float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ); + float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793); + float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch30_g11759 = appendResult18_g11793; + #else + float4 staticSwitch30_g11759 = staticSwitch36_g11759; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11771 = staticSwitch30_g11759; + float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb; + float4 break12_g11771 = temp_output_1_0_g11771; + float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade); + float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a)); + float4 staticSwitch20_g11759 = appendResult11_g11771; + #else + float4 staticSwitch20_g11759 = staticSwitch30_g11759; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11785 = staticSwitch20_g11759; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 temp_output_65_0_g11785 = shaderPosition235; + float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 ); + float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 )); + float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a)); + float4 staticSwitch17_g11759 = appendResult9_g11785; + #else + float4 staticSwitch17_g11759 = staticSwitch20_g11759; + #endif + float temp_output_39_0_g11759 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11777 = staticSwitch17_g11759; + float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb ); + float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) ); + float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch19_g11759 = appendResult6_g11777; + #else + float4 staticSwitch19_g11759 = staticSwitch17_g11759; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11781 = staticSwitch19_g11759; + float4 break2_g11783 = temp_output_1_0_g11781; + float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) ); + #else + float staticSwitch33_g11781 = _AddHueFade; + #endif + float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a)); + float4 staticSwitch23_g11759 = appendResult6_g11781; + #else + float4 staticSwitch23_g11759 = staticSwitch19_g11759; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11778 = staticSwitch23_g11759; + float4 break2_g11779 = temp_output_1_0_g11778; + float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a ); + #else + float3 staticSwitch27_g11778 = temp_output_13_0_g11778; + #endif + float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a)); + float4 staticSwitch28_g11759 = appendResult21_g11778; + #else + float4 staticSwitch28_g11759 = staticSwitch23_g11759; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11766 = staticSwitch28_g11759; + float4 break2_g11767 = temp_output_1_0_g11766; + float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx; + float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation); + float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a)); + float4 staticSwitch38_g11759 = appendResult8_g11766; + #else + float4 staticSwitch38_g11759 = staticSwitch28_g11759; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11768 = staticSwitch38_g11759; + float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11768 = temp_output_1_0_g11759; + float temp_output_179_0_g11768 = temp_output_39_0_g11759; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 ); + #else + float3 staticSwitch187_g11768 = temp_output_82_0_g11768; + #endif + float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11768 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 ); + float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 ); + float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) ); + float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a ); + #else + float staticSwitch188_g11768 = temp_output_15_0_g11768.a; + #endif + float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768)); + float4 staticSwitch12_g11759 = appendResult177_g11768; + #else + float4 staticSwitch12_g11759 = staticSwitch38_g11759; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11796 = staticSwitch12_g11759; + float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11796 = temp_output_1_0_g11759; + float temp_output_186_0_g11796 = temp_output_39_0_g11759; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 ); + #else + float3 staticSwitch199_g11796 = temp_output_82_0_g11796; + #endif + float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11796 = 1.0; + #else + float staticSwitch203_g11796 = temp_output_182_0_g11796; + #endif + float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796); + float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796); + float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11796 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 ); + float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 ); + float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 ); + #else + float staticSwitch200_g11796 = lerpResult168_g11796; + #endif + float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796)); + float4 staticSwitch13_g11759 = appendResult174_g11796; + #else + float4 staticSwitch13_g11759 = staticSwitch12_g11759; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch13_g11759; + float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11759; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch199_g11773 = temp_output_82_0_g11773; + #endif + float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11773 = 1.0; + #else + float staticSwitch203_g11773 = temp_output_182_0_g11773; + #endif + float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773); + float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773); + float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 ); + float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 ); + #else + float staticSwitch200_g11773 = lerpResult168_g11773; + #endif + float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773)); + float4 staticSwitch48_g11759 = appendResult174_g11773; + #else + float4 staticSwitch48_g11759 = staticSwitch13_g11759; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11760 = staticSwitch48_g11759; + float4 break2_g11761 = temp_output_5_0_g11760; + float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a)); + float4 staticSwitch46_g11759 = appendResult12_g11760; + #else + float4 staticSwitch46_g11759 = staticSwitch48_g11759; + #endif + float4 temp_output_361_0 = staticSwitch46_g11759; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11801 = temp_output_361_0; + float4 break2_g11802 = temp_output_1_0_g11801; + float temp_output_44_0_g11801 = unity_OrthoParams.y; + float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a ))); + float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11801; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11804 = staticSwitch56; + float4 break2_g11806 = temp_output_1_0_g11804; + float temp_output_34_0_g11804 = shaderTime237; + float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 ); + float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152); + float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a)); + float4 staticSwitch57 = appendResult27_g11804; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11808 = staticSwitch57; + float4 temp_output_1_0_g11838 = temp_output_3_0_g11808; + float2 temp_output_41_0_g11808 = shaderPosition235; + float2 temp_output_99_0_g11838 = temp_output_41_0_g11808; + float temp_output_40_0_g11808 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 ); + #else + float2 staticSwitch101_g11838 = temp_output_99_0_g11838; + #endif + float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 ); + float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838); + float4 break2_g11841 = temp_output_1_0_g11838; + float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a)); + float4 staticSwitch26_g11808 = appendResult7_g11838; + #else + float4 staticSwitch26_g11808 = temp_output_3_0_g11808; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11831 = staticSwitch26_g11808; + float temp_output_59_0_g11831 = temp_output_40_0_g11808; + float2 temp_output_58_0_g11831 = temp_output_41_0_g11808; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float4 break2_g11833 = temp_output_1_0_g11831; + float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) ); + #else + float staticSwitch60_g11831 = _MetalFade; + #endif + float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831); + float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a)); + float4 staticSwitch28_g11808 = appendResult8_g11831; + #else + float4 staticSwitch28_g11808 = staticSwitch26_g11808; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11823 = staticSwitch28_g11808; + float4 break2_g11824 = temp_output_1_0_g11823; + float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ); + float2 temp_output_72_0_g11823 = temp_output_41_0_g11808; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float temp_output_73_0_g11823 = temp_output_40_0_g11808; + float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 ); + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a)); + float4 staticSwitch29_g11808 = appendResult26_g11823; + #else + float4 staticSwitch29_g11808 = staticSwitch28_g11808; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11817 = staticSwitch29_g11808; + float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb; + float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 ); + float2 temp_output_72_0_g11817 = temp_output_41_0_g11808; + float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 ); + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 ); + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 ); + float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817); + float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a)); + float4 staticSwitch32_g11808 = appendResult43_g11817; + #else + float4 staticSwitch32_g11808 = staticSwitch29_g11808; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11813 = temp_output_41_0_g11808; + float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 ); + float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 ); + float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11813 = staticSwitch32_g11808; + float4 break2_g11815 = temp_output_1_0_g11813; + float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) ); + float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a)); + float4 staticSwitch34_g11808 = appendResult29_g11813; + #else + float4 staticSwitch34_g11808 = staticSwitch32_g11808; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11809 = staticSwitch34_g11808; + float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb; + float4 break2_g11811 = temp_output_1_0_g11809; + float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx; + float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) ); + #else + float staticSwitch98_g11809 = _ShineFade; + #endif + float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a)); + float4 staticSwitch36_g11808 = appendResult8_g11809; + #else + float4 staticSwitch36_g11808 = staticSwitch34_g11808; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11844 = temp_output_40_0_g11808; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float3 temp_output_24_0_g11844 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11844 = staticSwitch36_g11808; + float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb; + float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 ); + float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a)); + float4 staticSwitch39_g11808 = appendResult27_g11844; + #else + float4 staticSwitch39_g11808 = staticSwitch36_g11808; + #endif + float4 temp_output_10_0_g11848 = staticSwitch39_g11808; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb; + float2 temp_output_2_0_g11848 = temp_output_41_0_g11808; + float temp_output_1_0_g11848 = temp_output_40_0_g11808; + float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed ); + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); + float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 ); + float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 ); + float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848); + float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11848 = hsvTorgb53_g11848; + #else + float3 staticSwitch50_g11848 = lerpResult42_g11848; + #endif + float4 break2_g11850 = temp_output_10_0_g11848; + float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11848 = lerpResult44_g11848; + #else + float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) ); + #endif + float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a)); + float4 staticSwitch11_g11848 = appendResult19_g11848; + #else + float4 staticSwitch11_g11848 = temp_output_10_0_g11848; + #endif + float4 temp_output_1_0_g11853 = staticSwitch11_g11848; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11853 = temp_output_1_0_g11853; + float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b)); + float4 break2_g11854 = temp_output_1_0_g11853; + float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ); + float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11853 = hsvTorgb12_g11853; + #else + float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a)); + float4 staticSwitch33_g11853 = appendResult6_g11853; + #else + float4 staticSwitch33_g11853 = temp_output_1_0_g11853; + #endif + float4 temp_output_5_0_g11860 = staticSwitch33_g11853; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer1Columns; + int Height10_g11861 = _TextureLayer1Rows; + float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch80_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_5_0_g11856 = staticSwitch15_g11860; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11856 = temp_output_5_0_g11856; + float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b)); + float temp_output_27_0_g11856 = temp_output_40_0_g11808; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) ); + #else + float2 staticSwitch73_g11856 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11857 = _TextureLayer2Columns; + int Height10_g11857 = _TextureLayer2Rows; + float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11857 = float2( 0,1 ); + float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857; + #else + float2 staticSwitch20_g11856 = temp_output_72_0_g11856; + #endif + float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 ); + float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b)); + float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 ); + float4 break2_g11858 = temp_output_5_0_g11856; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 ); + #else + float3 staticSwitch84_g11856 = temp_output_16_0_g11856; + #endif + float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade )); + float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a)); + float4 staticSwitch15_g11856 = appendResult14_g11856; + #else + float4 staticSwitch15_g11856 = temp_output_5_0_g11856; + #endif + float4 temp_output_473_0 = staticSwitch15_g11856; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11864 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11864; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11865 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )); + float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11865; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11866 = staticSwitch75; + float4 temp_output_1_0_g11867 = temp_output_1_0_g11866; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11866 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 ); + float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 ); + float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 ))); + float4 staticSwitch3_g11866 = appendResult3_g11867; + #else + float4 staticSwitch3_g11866 = temp_output_1_0_g11866; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_5_0_g11875 = localMyCustomExpression16_g11876; + float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade ); + float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11875 = staticSwitch3_g11866; + float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 ))); + float4 staticSwitch5_g11866 = appendResult3_g11875; + #else + float4 staticSwitch5_g11866 = staticSwitch3_g11866; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11877 = staticSwitch5_g11866; + float2 temp_output_76_0_g11877 = temp_output_18_0_g11866; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) ))); + float4 staticSwitch8_g11866 = appendResult3_g11877; + #else + float4 staticSwitch8_g11866 = staticSwitch5_g11866; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11873 = temp_output_18_0_g11866; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11873 = staticSwitch8_g11866; + float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) ))); + float4 staticSwitch9_g11866 = appendResult3_g11873; + #else + float4 staticSwitch9_g11866 = staticSwitch8_g11866; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11869 = staticSwitch9_g11866; + float2 temp_output_161_0_g11869 = temp_output_18_0_g11866; + float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11869 = rotatedValue136_g11869; + float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 ); + float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) ))); + float4 staticSwitch11_g11866 = appendResult3_g11869; + #else + float4 staticSwitch11_g11866 = staticSwitch9_g11866; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11871 = temp_output_18_0_g11866; + float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11871 = rotatedValue136_g11871; + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ); + float4 temp_output_1_0_g11871 = staticSwitch11_g11866; + float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 ))); + float4 staticSwitch15_g11866 = appendResult3_g11871; + #else + float4 staticSwitch15_g11866 = staticSwitch11_g11866; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11879 = staticSwitch15_g11866; + float2 temp_output_126_0_g11879 = temp_output_18_0_g11866; + float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879)); + float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) ); + float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) ))); + float4 staticSwitch13_g11866 = appendResult3_g11879; + #else + float4 staticSwitch13_g11866 = staticSwitch15_g11866; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11882 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) ); + #else + float3 staticSwitch16_g11882 = temp_output_3_0_g11882; + #endif + float4 temp_output_1_0_g11882 = staticSwitch13_g11866; + float4 break2_g11884 = temp_output_1_0_g11882; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11882 = staticSwitch16_g11882; + #endif + float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a)); + float4 staticSwitch5_g11881 = appendResult6_g11882; + #else + float4 staticSwitch5_g11881 = staticSwitch13_g11866; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11885 = staticSwitch5_g11881; + float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade )); + float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a)); + float4 staticSwitch11_g11881 = appendResult13_g11885; + #else + float4 staticSwitch11_g11881 = staticSwitch5_g11881; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11886 = staticSwitch11_g11881; + float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) ); + #else + float3 staticSwitch21_g11886 = temp_output_6_0_g11886; + #endif + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 ); + #else + float3 staticSwitch22_g11886 = staticSwitch21_g11886; + #endif + float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade); + float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a)); + float4 staticSwitch7_g11881 = appendResult9_g11886; + #else + float4 staticSwitch7_g11881 = staticSwitch11_g11881; + #endif + float4 temp_output_2_0_g11889 = staticSwitch7_g11881; + #ifdef _ENABLESHADOW_ON + float4 break4_g11891 = temp_output_2_0_g11889; + float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b)); + float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11891 = appendResult85_g11889; + float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b)); + float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a ); + float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 ); + float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891)); + float4 staticSwitch82_g11889 = appendResult18_g11891; + #else + float4 staticSwitch82_g11889 = temp_output_2_0_g11889; + #endif + float4 break4_g11892 = staticSwitch82_g11889; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11750 = 1.0; + #else + float staticSwitch8_g11750 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11750 = 1.0; + #else + float staticSwitch9_g11750 = staticSwitch8_g11750; + #endif + float customVertexAlpha193 = staticSwitch9_g11750; + float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11892; + float4 temp_output_1_0_g11893 = temp_output_344_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11893; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + + o.Normal = fixed3( 0, 0, 1 ); + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = 0.0; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_SHADOW_ON + if (unity_LightShadowBias.z != 0.0) + clip(o.Alpha - AlphaClipThresholdShadow); + #ifdef _ALPHATEST_ON + else + clip(o.Alpha - AlphaClipThreshold); + #endif + #else + #ifdef _ALPHATEST_ON + clip(o.Alpha - AlphaClipThreshold); + #endif + #endif + + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + half alphaRef = 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+WireConnection;504;7;497;3 +WireConnection;504;8;498;0 +WireConnection;504;15;142;0 +ASEEND*/ +//CHKSM=EE54B5F885C749BE37C44863745B0C1B1A153954 diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta new file mode 100644 index 00000000..e9d74009 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta @@ -0,0 +1,31 @@ +fileFormatVersion: 2 +guid: 064e922c276ac724583b069fd5d423b6 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _NormalMap: {instanceID: 0} + - _MetallicMap: {instanceID: 0} + - _EmissionMap: {instanceID: 0} + - _FadingMask: {instanceID: 0} + - _UberNoiseTexture: {fileID: 2800000, guid: b8d18cd117976254d94a812a0bfc336e, type: 3} + - _StrongTintMask: {instanceID: 0} + - _AddColorMask: {instanceID: 0} + - _RecolorRGBTexture: {instanceID: 0} + - 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Cutout BuiltIn SSU.shader new file mode 100644 index 00000000..71ec50de --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader @@ -0,0 +1,16316 @@ +// Made with Amplify Shader Editor v1.9.8.1 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/3D Lit Cutout BuiltIn SSU" +{ + Properties + { + _MainTex("MainTex", 2D) = "white" {} + _AlphaClip("Alpha Clip", Range( 0 , 1)) = 0.5 + _NormalMap("Normal Map", 2D) = "bump" {} + _NormalIntensity("Normal Intensity", Float) = 1 + _Smoothness("Smoothness", Range( 0 , 1)) = 0.5 + _Metallic("Metallic", Range( 0 , 1)) = 0 + [Toggle(_METALLICMAPTOGGLE_ON)] _MetallicMapToggle("Metallic Map Toggle", Float) = 0 + _MetallicMap("Metallic Map", 2D) = "white" {} + [Toggle(_EMISSIONTOGGLE_ON)] _EmissionToggle("Emission Toggle", Float) = 0 + [HDR]_EmissionTint("Emission Tint", Color) = (2.996078,0.1568628,0.1568628,0) + _EmissionMap("Emission Map", 2D) = "white" {} + [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 + [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 + [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 + [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 + _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) + [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 + [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 + [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 + _PixelsPerUnit("Pixels Per Unit", Float) = 100 + _ScreenWidthUnits("Screen Width Units", Float) = 10 + _RectWidth("Rect Width", Float) = 100 + _RectHeight("Rect Height", Float) = 100 + [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 + _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 + _FadingPosition("Fading: Position", Vector) = (0,0,0,0) + _FadingWidth("Fading: Width", Float) = 0.3 + _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 + _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) + _FadingMask("Fading: Mask", 2D) = "white" {} + [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 + [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 + _TimeValue("Time: Value", Float) = 0 + [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 + _TimeSpeed("Time: Speed", Float) = 1 + [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 + _TimeFPS("Time: FPS", Float) = 5 + [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 + _TimeFrequency("Time: Frequency", Float) = 2 + _TimeRange("Time: Range", Float) = 0.5 + _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} + [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 + _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 + [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) + [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 + _StrongTintContrast("Strong Tint: Contrast", Float) = 0 + [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 + _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} + [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 + _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 + [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) + [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 + _AddColorContrast("Add Color: Contrast", Float) = 0.5 + [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 + _AddColorMask("Add Color: Mask", 2D) = "white" {} + [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 + _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) + _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 + [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 + _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 + _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) + _ShadowColor("Shadow: Color", Color) = (0,0,0,0) + [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 + _Brightness("Brightness", Float) = 1 + [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 + _Contrast("Contrast", Float) = 1 + [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 + _Saturation("Saturation", Float) = 1 + [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 + _Hue("Hue", Range( -1 , 1)) = 0 + [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 + _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 + _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} + [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 + _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 + _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} + [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 + _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) + _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 + [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 + _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) + _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 + _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} + _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 + _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) + _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 + [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 + _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) + _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 + _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} + _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 + _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) + _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 + _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 + [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 + _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} + _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 + _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 + _AddHueSpeed("Add Hue: Speed", Float) = 1 + _AddHueBrightness("Add Hue: Brightness", Float) = 2 + _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 + _AddHueContrast("Add Hue: Contrast", Float) = 0.5 + [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 + _AddHueMask("Add Hue: Mask", 2D) = "white" {} + [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 + _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) + [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) + _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 + _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 + [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 + _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 + [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 + _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 + [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) + _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 + _InkSpreadDistance("Ink Spread: Distance", Float) = 3 + _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) + _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 + _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) + _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 + [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 + _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) + _BlackTintPower("Black Tint: Power", Float) = 4 + [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 + _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) + _SineGlowContrast("Sine Glow: Contrast", Float) = 1 + _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 + _SineGlowMin("Sine Glow: Min", Float) = 0 + _SineGlowMax("Sine Glow: Max", Float) = 1 + [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 + _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} + [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 + _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 + [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) + [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) + _SplitToningContrast("Split Toning: Contrast", Float) = 1 + _SplitToningBalance("Split Toning: Balance", Float) = 1 + _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 + [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 + _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 + _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) + [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) + _ColorReplaceRange("Color Replace: Range", Float) = 0.05 + _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 + _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 + [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 + _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 + [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 + _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 + [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) + _HologramContrast("Hologram: Contrast", Float) = 1 + _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 + _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 + _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 + _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 + _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 + _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 + _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 + _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 + [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 + _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 + _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 + _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) + _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) + _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 + _GlitchBrightness("Glitch: Brightness", Float) = 4 + _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) + _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) + _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) + _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) + _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) + [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 + _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 + [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) + _FrozenContrast("Frozen: Contrast", Float) = 2 + [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) + _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 + _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 + _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) + [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) + _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 + _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 + _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) + _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) + _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) + _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 + _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 + _RainbowBrightness("Rainbow: Brightness", Float) = 2 + _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 + _RainbowContrast("Rainbow: Contrast", Float) = 1 + _RainbowSpeed("Rainbow: Speed", Float) = 1 + _RainbowDensity("Rainbow: Density", Float) = 0.5 + _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) + _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) + _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 + [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 + _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 + _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) + _CamouflageContrast("Camouflage: Contrast", Float) = 1 + _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) + _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) + _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) + _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) + [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 + _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 + _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 + [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) + _MetalContrast("Metal: Contrast", Float) = 2 + [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) + _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 + _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 + _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) + _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) + _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) + _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) + [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 + [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} + [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 + _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 + [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) + _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 + _ShineContrast("Shine: Contrast", Float) = 2 + _ShineWidth("Shine: Width", Float) = 0.1 + _ShineSpeed("Shine: Speed", Float) = 5 + _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 + _ShineSmooth("Shine: Smoothness", Float) = 1 + _ShineFrequency("Shine: Frequency", Float) = 0.3 + [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 + [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} + [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 + _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 + _BurnPosition("Burn: Position", Vector) = (0,5,0,0) + _BurnRadius("Burn: Radius", Float) = 5 + [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) + _BurnWidth("Burn: Width", Float) = 0.1 + _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) + _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 + [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) + _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 + [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) + _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 + _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) + _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 + _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 + _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 + [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) + _PoisonDensity("Poison: Density", Float) = 3 + _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 + _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 + _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 + _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) + _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) + [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 + _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 + _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) + _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) + _EnchantedBrightness("Enchanted: Brightness", Float) = 1 + _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 + _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 + [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 + _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 + _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 + _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 + [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) + [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) + [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 + [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 + _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 + _ShiftingSpeed("Shifting: Speed", Float) = 0.5 + _ShiftingDensity("Shifting: Density", Float) = 1.5 + _ShiftingBrightness("Shifting: Brightness", Float) = 1 + _ShiftingContrast("Shifting: Contrast", Float) = 0.5 + [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 + _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 + [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) + [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) + [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 + _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 + _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} + [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) + _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 + _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 + _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 + _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 + _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 + _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 + _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 + _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 + _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 + _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} + [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) + _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 + _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 + _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 + _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 + _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 + _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 + _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 + _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 + _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 + _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 + _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 + [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 + _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 + _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) + _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 + _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 + [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 + _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 + _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) + _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 + [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 + [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 + _HalftoneFade("Halftone: Fade", Float) = 1 + _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) + _HalftoneTiling("Halftone: Tiling", Float) = 4 + _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 + [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 + _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 + _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 + _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 + _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) + _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 + _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 + _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 + [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) + _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 + _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 + _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 + _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 + _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 + _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 + _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) + _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 + _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) + [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 + [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 + _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 + _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) + _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 + _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 + _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 + _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 + [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 + _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 + _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) + _SqueezePower("Squeeze: Power", Float) = 1 + _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 + _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 + _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) + _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) + _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) + _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 + [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} + [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 + _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) + [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 + _UVRotateSpeed("UV Rotate: Speed", Float) = 1 + _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 + _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 + _SineRotateAngle("Sine Rotate: Angle", Float) = 15 + _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 + _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 + _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 + _WiggleSpeed("Wiggle: Speed", Float) = 2 + _WiggleFrequency("Wiggle: Frequency", Float) = 2 + _WiggleOffset("Wiggle: Offset", Float) = 0.02 + [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 + [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 + _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) + _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 + _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 + _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) + _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) + [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 + _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 + _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 + _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 + _VibrateOffset("Vibrate: Offset", Float) = 0.04 + _VibrateFrequency("Vibrate: Frequency", Float) = 100 + _VibrateRotation("Vibrate: Rotation", Float) = 4 + [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 + _WindRotation("Wind: Rotation", Float) = 0 + _WindMaxRotation("Wind: Max Rotation", Float) = 2 + _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 + _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 + _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 + [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 + _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 + _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 + _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 + _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 + [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 + [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 + _WindXPosition("Wind: X Position", Float) = 0 + _WindFlip("Wind: Flip", Float) = 0 + [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 + _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 + _SquishStretch("Squish: Stretch", Float) = 0.1 + _SquishSquish("Squish: Squish", Float) = 0.1 + _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 + [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 + _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 + _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 + [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 + _FlameBrightness("Flame: Brightness", Float) = 10 + _FlameSmooth("Flame: Smooth", Float) = 2 + _FlameRadius("Flame: Radius", Float) = 0.2 + _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) + _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 + _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 + _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) + [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 + _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 + _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 + [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 + _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 + _SharpenFactor("Sharpen: Factor", Float) = 4 + _SharpenOffset("Sharpen: Offset", Float) = 2 + [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 + [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 + _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 + _SmokeSmoothness("Smoke: Smoothness", Float) = 1 + _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 + _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 + _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 + [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 + [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 + _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} + _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 + _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) + _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 + _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 + [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 + _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) + _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) + _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 + [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 + _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) + _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) + _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + //[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 + //[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 + } + + SubShader + { + + Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" } + LOD 0 + + Cull Off + AlphaToMask Off + ZWrite On + ZTest LEqual + ColorMask RGBA + + Blend Off + + + CGINCLUDE + #pragma target 3.5 + + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + ENDCG + + + Pass + { + + Name "ForwardBase" + Tags { "LightMode"="ForwardBase" } + + Blend One Zero + + CGPROGRAM + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_fwdbase + #ifndef UNITY_PASS_FORWARDBASE + #define UNITY_PASS_FORWARDBASE + #endif + #include "HLSLSupport.cginc" + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30) + float4 lmap : TEXCOORD0; + #endif + #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH + half3 sh : TEXCOORD1; + #endif + #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHTING_COORDS(2,3) + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_SHADOW_COORDS(2) + #else + SHADOW_COORDS(2) + #endif + #endif + #ifdef ASE_FOG + UNITY_FOG_COORDS(4) + #endif + float4 tSpace0 : TEXCOORD5; + float4 tSpace1 : TEXCOORD6; + float4 tSpace2 : TEXCOORD7; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord9.xy = v.ase_texcoord.xy; + o.ase_texcoord10 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + o.pos = UnityObjectToClipPos(v.vertex); + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); + fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 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); + + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + #ifdef VERTEXLIGHT_ON + o.sh += Shade4PointLights ( + unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, + unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, + unity_4LightAtten0, worldPos, worldNormal); + #endif + o.sh = ShadeSHPerVertex (worldNormal, o.sh); + #endif + #endif + + #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); + #else + TRANSFER_SHADOW(o); + #endif + #endif + + #ifdef ASE_FOG + UNITY_TRANSFER_FOG(o,o.pos); + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(o.pos); + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag (v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); + float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); + float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); + float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) + #else + half atten = 1; + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (worldPos).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(worldPos.x , worldPos.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3(0,0,0); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + o.Emission = staticSwitch13_g11915; + #if defined(_SPECULAR_SETUP) + o.Specular = fixed3( 0, 0, 0 ); + #else + o.Metallic = staticSwitch23_g11915; + #endif + o.Smoothness = staticSwitch22_g11915; + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = 0.5; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + fixed4 c = 0; + float3 worldN; + worldN.x = dot(IN.tSpace0.xyz, o.Normal); + worldN.y = dot(IN.tSpace1.xyz, o.Normal); + worldN.z = dot(IN.tSpace2.xyz, o.Normal); + worldN = normalize(worldN); + o.Normal = worldN; + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = worldPos; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI(o, giInput, gi); + #else + LightingStandard_GI( o, giInput, gi ); + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular (o, worldViewDir, gi); + #else + c += LightingStandard( o, worldViewDir, gi ); + #endif + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + //#ifdef ASE_REFRACTION + // float4 projScreenPos = ScreenPos / ScreenPos.w; + // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + // projScreenPos.xy += refractionOffset.xy; + // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; + // color.rgb = lerp( refraction, color.rgb, color.a ); + // color.a = 1; + //#endif + + c.rgb += o.Emission; + + #ifdef ASE_FOG + UNITY_APPLY_FOG(IN.fogCoord, c); + #endif + return c; + } + ENDCG + } + + + Pass + { + + Name "ForwardAdd" + Tags { "LightMode"="ForwardAdd" } + ZWrite Off + Blend One One + + CGPROGRAM + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants INSTANCING_ON + #pragma multi_compile_fwdadd_fullshadows + #ifndef UNITY_PASS_FORWARDADD + #define UNITY_PASS_FORWARDADD + #endif + #include "HLSLSupport.cginc" + #if !defined( UNITY_INSTANCED_LOD_FADE ) + #define UNITY_INSTANCED_LOD_FADE + #endif + #if !defined( UNITY_INSTANCED_SH ) + #define UNITY_INSTANCED_SH + #endif + #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "AutoLight.cginc" + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHTING_COORDS(1,2) + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_SHADOW_COORDS(1) + #else + SHADOW_COORDS(1) + #endif + #endif + #ifdef ASE_FOG + UNITY_FOG_COORDS(3) + #endif + float4 tSpace0 : TEXCOORD5; + float4 tSpace1 : TEXCOORD6; + float4 tSpace2 : TEXCOORD7; + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 screenPos : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord9.xy = v.ase_texcoord.xy; + o.ase_texcoord10 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + o.pos = UnityObjectToClipPos(v.vertex); + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); + fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 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); + + #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); + #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if UNITY_VERSION >= 201710 + UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); + #else + TRANSFER_SHADOW(o); + #endif + #endif + + #ifdef ASE_FOG + UNITY_TRANSFER_FOG(o,o.pos); + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + o.screenPos = ComputeScreenPos(o.pos); + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag ( v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); + float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); + float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); + float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) + #else + half atten = 1; + #endif + #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) + float4 ScreenPos = IN.screenPos; + #endif + + + float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (worldPos).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(worldPos.x , worldPos.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3(0,0,0); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + o.Emission = staticSwitch13_g11915; + #if defined(_SPECULAR_SETUP) + o.Specular = fixed3( 0, 0, 0 ); + #else + o.Metallic = staticSwitch23_g11915; + #endif + o.Smoothness = staticSwitch22_g11915; + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + fixed4 c = 0; + float3 worldN; + worldN.x = dot(IN.tSpace0.xyz, o.Normal); + worldN.y = dot(IN.tSpace1.xyz, o.Normal); + worldN.z = dot(IN.tSpace2.xyz, o.Normal); + worldN = normalize(worldN); + o.Normal = worldN; + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = _LightColor0.rgb; + gi.light.dir = lightDir; + gi.light.color *= atten; + + #if defined(_SPECULAR_SETUP) + c += LightingStandardSpecular( o, worldViewDir, gi ); + #else + c += LightingStandard( o, worldViewDir, gi ); + #endif + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; + c.rgb += o.Albedo * transmission; + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #ifdef DIRECTIONAL + float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); + #else + float3 lightAtten = gi.light.color; + #endif + half3 lightDir = gi.light.dir + o.Normal * normal; + half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); + half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; + c.rgb += o.Albedo * translucency * strength; + } + #endif + + //#ifdef ASE_REFRACTION + // float4 projScreenPos = ScreenPos / ScreenPos.w; + // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + // projScreenPos.xy += refractionOffset.xy; + // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; + // color.rgb = lerp( refraction, color.rgb, color.a ); + // color.a = 1; + //#endif + + #ifdef ASE_FOG + UNITY_APPLY_FOG(IN.fogCoord, c); + #endif + return c; + } + ENDCG + } + + + Pass + { + + Name "Deferred" + Tags { "LightMode"="Deferred" } + + AlphaToMask Off + + CGPROGRAM + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_prepassfinal + #ifndef UNITY_PASS_DEFERRED + #define UNITY_PASS_DEFERRED + #endif + #include "HLSLSupport.cginc" + #if !defined( UNITY_INSTANCED_LOD_FADE ) + #define UNITY_INSTANCED_LOD_FADE + #endif + #if !defined( UNITY_INSTANCED_SH ) + #define UNITY_INSTANCED_SH + #endif + #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #include "UnityStandardUtils.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + float4 lmap : TEXCOORD2; + #ifndef LIGHTMAP_ON + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + half3 sh : TEXCOORD3; + #endif + #else + #ifdef DIRLIGHTMAP_OFF + float4 lmapFadePos : TEXCOORD4; + #endif + #endif + float4 tSpace0 : TEXCOORD5; + float4 tSpace1 : TEXCOORD6; + float4 tSpace2 : TEXCOORD7; + float4 ase_texcoord8 : TEXCOORD8; + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef LIGHTMAP_ON + float4 unity_LightmapFade; + #endif + fixed4 unity_Ambient; + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + #endif + uniform float _ShadowFade; + #ifdef _ENABLESHADOW_ON + uniform float2 _ShadowOffset; + #endif + uniform sampler2D _NormalMap; + uniform float _NormalIntensity; + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _Metallic; + #ifdef _METALLICMAPTOGGLE_ON + uniform sampler2D _MetallicMap; + #endif + uniform float _Smoothness; + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord9 = screenPos; + + o.ase_texcoord8.xy = v.ase_texcoord.xy; + o.ase_texcoord10 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord8.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + o.pos = UnityObjectToClipPos(v.vertex); + float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); + fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); + fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; + fixed3 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); + + #ifdef DYNAMICLIGHTMAP_ON + o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #else + o.lmap.zw = 0; + #endif + #ifdef LIGHTMAP_ON + o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #ifdef DIRLIGHTMAP_OFF + o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; + o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); + #endif + #else + o.lmap.xy = 0; + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + o.sh = 0; + o.sh = ShadeSHPerVertex (worldNormal, o.sh); + #endif + #endif + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + void frag (v2f IN + , out half4 outGBuffer0 : SV_Target0 + , out half4 outGBuffer1 : SV_Target1 + , out half4 outGBuffer2 : SV_Target2 + , out half4 outEmission : SV_Target3 + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + , out half4 outShadowMask : SV_Target4 + #endif + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); + float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); + float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); + float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); + float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); + half atten = 1; + + float2 texCoord363 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord9; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (worldPos).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord8.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord8.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(worldPos.x , worldPos.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord8.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord8.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord8.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord8.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord8.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord8.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3(0,0,0); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + o.Emission = staticSwitch13_g11915; + #if defined(_SPECULAR_SETUP) + o.Specular = fixed3( 0, 0, 0 ); + #else + o.Metallic = staticSwitch23_g11915; + #endif + o.Smoothness = staticSwitch22_g11915; + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float3 BakedGI = 0; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + #ifndef USING_DIRECTIONAL_LIGHT + fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); + #else + fixed3 lightDir = _WorldSpaceLightPos0.xyz; + #endif + + float3 worldN; + worldN.x = dot(IN.tSpace0.xyz, o.Normal); + worldN.y = dot(IN.tSpace1.xyz, o.Normal); + worldN.z = dot(IN.tSpace2.xyz, o.Normal); + worldN = normalize(worldN); + o.Normal = worldN; + + UnityGI gi; + UNITY_INITIALIZE_OUTPUT(UnityGI, gi); + gi.indirect.diffuse = 0; + gi.indirect.specular = 0; + gi.light.color = 0; + gi.light.dir = half3(0,1,0); + + UnityGIInput giInput; + UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); + giInput.light = gi.light; + giInput.worldPos = worldPos; + giInput.worldViewDir = worldViewDir; + giInput.atten = atten; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + giInput.lightmapUV = IN.lmap; + #else + giInput.lightmapUV = 0.0; + #endif + #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL + giInput.ambient = IN.sh; + #else + giInput.ambient.rgb = 0.0; + #endif + giInput.probeHDR[0] = unity_SpecCube0_HDR; + giInput.probeHDR[1] = unity_SpecCube1_HDR; + #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) + giInput.boxMin[0] = unity_SpecCube0_BoxMin; + #endif + #ifdef UNITY_SPECCUBE_BOX_PROJECTION + giInput.boxMax[0] = unity_SpecCube0_BoxMax; + giInput.probePosition[0] = unity_SpecCube0_ProbePosition; + giInput.boxMax[1] = unity_SpecCube1_BoxMax; + giInput.boxMin[1] = unity_SpecCube1_BoxMin; + giInput.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + + #if defined(_SPECULAR_SETUP) + LightingStandardSpecular_GI( o, giInput, gi ); + #else + LightingStandard_GI( o, giInput, gi ); + #endif + + #ifdef ASE_BAKEDGI + gi.indirect.diffuse = BakedGI; + #endif + + #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) + gi.indirect.diffuse = 0; + #endif + + #if defined(_SPECULAR_SETUP) + outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #else + outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); + #endif + + #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0)); + #endif + #ifndef UNITY_HDR_ON + outEmission.rgb = exp2(-outEmission.rgb); + #endif + } + ENDCG + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + Cull Off + + CGPROGRAM + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma shader_feature EDITOR_VISUALIZATION + #ifndef UNITY_PASS_META + #define UNITY_PASS_META + #endif + #include "HLSLSupport.cginc" + #if !defined( UNITY_INSTANCED_LOD_FADE ) + #define UNITY_INSTANCED_LOD_FADE + #endif + #if !defined( UNITY_INSTANCED_SH ) + #define UNITY_INSTANCED_SH + #endif + #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #include "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityMetaPass.cginc" + + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + struct v2f { + #if UNITY_VERSION >= 201810 + UNITY_POSITION(pos); + #else + float4 pos : SV_POSITION; + #endif + #ifdef EDITOR_VISUALIZATION + float2 vizUV : TEXCOORD1; + float4 lightCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + #ifdef _EMISSIONTOGGLE_ON + uniform float4 _EmissionTint; + uniform sampler2D _EmissionMap; + #endif + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord4 = screenPos; + o.ase_texcoord5.xyz = ase_positionWS; + + o.ase_texcoord3.xy = v.texcoord.xyzw.xy; + o.ase_texcoord6 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord3.zw = 0; + o.ase_texcoord5.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + #ifdef EDITOR_VISUALIZATION + o.vizUV = 0; + o.lightCoord = 0; + if (unity_VisualizationMode == EDITORVIZ_TEXTURE) + o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); + else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) + { + o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); + } + #endif + + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); + + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag (v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + + float2 texCoord363 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord4; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord5.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11915 = finalUV146; + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3(0,0,0); + #endif + + o.Albedo = temp_output_340_0.rgb; + o.Normal = fixed3( 0, 0, 1 ); + o.Emission = staticSwitch13_g11915; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef _ALPHATEST_ON + clip( o.Alpha - AlphaClipThreshold ); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + UnityMetaInput metaIN; + UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); + metaIN.Albedo = o.Albedo; + metaIN.Emission = o.Emission; + #ifdef EDITOR_VISUALIZATION + metaIN.VizUV = IN.vizUV; + metaIN.LightCoord = IN.lightCoord; + #endif + return UnityMetaFragment(metaIN); + } + ENDCG + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + ZWrite On + ZTest LEqual + AlphaToMask Off + + CGPROGRAM + #define ASE_NEEDS_FRAG_SHADOWCOORDS + #pragma multi_compile_instancing + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_ON 1 + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 + #pragma multi_compile_shadowcaster + #ifndef UNITY_PASS_SHADOWCASTER + #define UNITY_PASS_SHADOWCASTER + #endif + #include "HLSLSupport.cginc" + #ifndef UNITY_INSTANCED_LOD_FADE + #define UNITY_INSTANCED_LOD_FADE + #endif + #ifndef UNITY_INSTANCED_SH + #define UNITY_INSTANCED_SH + #endif + #ifndef UNITY_INSTANCED_LIGHTMAPSTS + #define UNITY_INSTANCED_LIGHTMAPSTS + #endif + #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 "UnityShaderVariables.cginc" + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + struct appdata { + float4 vertex : POSITION; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + V2F_SHADOW_CASTER; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + sampler3D _DitherMaskLOD; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + uniform sampler2D _MainTex; + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + uniform float _AlphaClip; + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + v2f VertexFunction (appdata v ) { + UNITY_SETUP_INSTANCE_ID(v); + v2f o; + UNITY_INITIALIZE_OUTPUT(v2f,o); + UNITY_TRANSFER_INSTANCE_ID(v,o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + o.ase_texcoord3 = screenPos; + o.ase_texcoord4.xyz = ase_positionWS; + + o.ase_texcoord2.xy = v.ase_texcoord.xy; + o.ase_texcoord5 = v.vertex; + o.ase_color = v.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + o.ase_texcoord2.zw = 0; + o.ase_texcoord4.w = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = v.vertex.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + v.vertex.xyz = vertexValue; + #else + v.vertex.xyz += vertexValue; + #endif + v.vertex.w = 1; + v.normal = v.normal; + v.tangent = v.tangent; + + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + return o; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 vertex : INTERNALTESSPOS; + float4 tangent : TANGENT; + float3 normal : NORMAL; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( appdata v ) + { + VertexControl o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + o.vertex = v.vertex; + o.tangent = v.tangent; + o.normal = v.normal; + o.texcoord1 = v.texcoord1; + o.texcoord2 = v.texcoord2; + o.ase_texcoord = v.ase_texcoord; + o.ase_color = v.ase_color; + return o; + } + + TessellationFactors TessellationFunction (InputPatch v) + { + TessellationFactors o; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; + return o; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + appdata o = (appdata) 0; + o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; + o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; + o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; + o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); + float phongStrength = _TessPhongStrength; + o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + return VertexFunction(o); + } + #else + v2f vert ( appdata v ) + { + return VertexFunction( v ); + } + #endif + + fixed4 frag (v2f IN + #ifdef _DEPTHOFFSET_ON + , out float outputDepth : SV_Depth + #endif + #if !defined( CAN_SKIP_VPOS ) + , UNITY_VPOS_TYPE vpos : VPOS + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(IN); + + #ifdef LOD_FADE_CROSSFADE + UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); + #endif + + #if defined(_SPECULAR_SETUP) + SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; + #else + SurfaceOutputStandard o = (SurfaceOutputStandard)0; + #endif + + float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11669 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = IN.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + o.Normal = fixed3( 0, 0, 1 ); + o.Occlusion = 1; + o.Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = 0.5; + + #ifdef _ALPHATEST_SHADOW_ON + if (unity_LightShadowBias.z != 0.0) + clip(o.Alpha - AlphaClipThresholdShadow); + #ifdef _ALPHATEST_ON + else + clip(o.Alpha - AlphaClipThreshold); + #endif + #else + #ifdef _ALPHATEST_ON + clip(o.Alpha - AlphaClipThreshold); + #endif + #endif + + #if defined( CAN_SKIP_VPOS ) + float2 vpos = IN.pos; + #endif + + #ifdef UNITY_STANDARD_USE_DITHER_MASK + half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a; + clip(alphaRef - 0.01); + #endif + + #ifdef _DEPTHOFFSET_ON + outputDepth = IN.pos.z; + #endif + + SHADOW_CASTER_FRAGMENT(IN) + } + ENDCG + } + + } + 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+ - _StrongTintMask: {instanceID: 0} + - _AddColorMask: {instanceID: 0} + - _RecolorRGBTexture: {instanceID: 0} + - _RecolorRGBYCPTexture: {instanceID: 0} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _AddHueMask: {instanceID: 0} + - _SineGlowMask: {instanceID: 0} + - _MetalMask: {instanceID: 0} + - _ShineMask: {instanceID: 0} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _UVDistortMask: {instanceID: 0} + - _CustomFadeFadeMask: {instanceID: 0} + - _texcoord: {instanceID: 0} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader new file mode 100644 index 00000000..c7bb0cea --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader @@ -0,0 +1,35007 @@ +// Made with Amplify Shader Editor v1.9.9.3 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU" +{ + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + _MainTex( "MainTex", 2D ) = "white" {} + _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0.5 + _NormalMap( "Normal Map", 2D ) = "bump" {} + _NormalIntensity( "Normal Intensity", Float ) = 1 + _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5 + _Metallic( "Metallic", Range( 0, 1 ) ) = 0 + [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0 + _MetallicMap( "Metallic Map", 2D ) = "white" {} + [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0 + [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 ) + _EmissionMap( "Emission Map", 2D ) = "white" {} + [Toggle( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 + [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + [HideInInspector] _QueueControl("_QueueControl", Float) = -1 + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + + //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" } + + Cull Off + ZWrite On + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 4.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _FORWARD_PLUS + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_FORWARD + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float4 lightmapUVOrVertexSH : TEXCOORD1; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + #ifdef _METALLICMAPTOGGLE_ON + sampler2D _MetallicMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord9.xy = input.texcoord.xy; + output.ase_texcoord10 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord9.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); + output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); + output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #else + OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); + #endif + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + output.lightmapUVOrVertexSH.zw = input.texcoord.xy; + output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + output.texcoord1 = input.texcoord1; + output.texcoord2 = input.texcoord2; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag ( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( input.tSpace0.xyz ); + float3 WorldTangent = input.tSpace1.xyz; + float3 WorldBiTangent = input.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); + float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + + float3 BaseColor = temp_output_340_0.rgb; + float3 Normal = unpack3_g11915; + float3 Emission = staticSwitch13_g11915; + float3 Specular = 0.5; + float Metallic = staticSwitch23_g11915; + float Smoothness = staticSwitch22_g11915; + float Occlusion = 1; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _AlphaClip; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _CLEARCOAT + float CoatMask = 0; + float CoatSmoothness = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.positionCS = input.positionCS; + inputData.viewDirectionWS = WorldViewDirection; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = ShadowCoords; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + #ifdef ASE_FOG + inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask ); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif + + SurfaceData surfaceData; + surfaceData.albedo = BaseColor; + surfaceData.metallic = saturate(Metallic); + surfaceData.specular = Specular; + surfaceData.smoothness = saturate(Smoothness), + surfaceData.occlusion = Occlusion, + surfaceData.emission = Emission, + surfaceData.alpha = saturate(Alpha); + surfaceData.normalTS = Normal; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + #ifdef _CLEARCOAT + surfaceData.clearCoatMask = saturate(CoatMask); + surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); + #endif + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); + #endif + + #ifdef _ASE_LIGHTING_SIMPLE + half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); + #else + half4 color = UniversalFragmentPBR( inputData, surfaceData); + #endif + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + + #define SUM_LIGHT_TRANSMISSION(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ + color.rgb += BaseColor * transmission; + + SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #define SUM_LIGHT_TRANSLUCENCY(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 lightDir = Light.direction + inputData.normalWS * normal;\ + half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ + half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ + color.rgb += BaseColor * translucency * strength; + + SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord); + #else + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + float4 _EmissionTint; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + float3 _LightDirection; + float3 _LightPosition; + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + float3 normalWS = TransformObjectToWorldDir(input.normalOS); + + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher + positionCS = ApplyShadowClamping(positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = positionCS; + output.clipPosV = positionCS; + output.positionWS = positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float3 WorldPosition = input.positionWS; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _AlphaClip; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_SHADOW_ON + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask R + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + float4 _EmissionTint; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float3 WorldPosition = input.positionWS; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + #pragma shader_feature EDITOR_VISUALIZATION + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + #ifdef EDITOR_VISUALIZATION + float4 VizUV : TEXCOORD2; + float4 LightCoord : TEXCOORD3; + #endif + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord5 = screenPos; + + output.ase_texcoord4.xy = input.texcoord0.xy; + output.ase_texcoord6 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord4.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + output.positionWS = positionWS; + #endif + + output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + + #ifdef EDITOR_VISUALIZATION + float2 VizUV = 0; + float4 LightCoord = 0; + UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); + output.VizUV = float4(VizUV, 0, 0); + output.LightCoord = LightCoord; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = output.positionCS; + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.texcoord0 = input.texcoord0; + output.texcoord1 = input.texcoord1; + output.texcoord2 = input.texcoord2; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = input.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord5; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11915 = finalUV146; + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + + float3 BaseColor = temp_output_340_0.rgb; + float3 Emission = staticSwitch13_g11915; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + #ifdef EDITOR_VISUALIZATION + metaInput.VizUV = input.VizUV.xy; + metaInput.LightCoord = input.LightCoord; + #endif + + return UnityMetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + float4 _EmissionTint; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_TRANSFER_INSTANCE_ID( input, output ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3 = screenPos; + + output.ase_texcoord2.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord2.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + output.positionWS = vertexInput.positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = input.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float3 BaseColor = temp_output_340_0.rgb; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + half4 color = half4(BaseColor, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + //#define SHADERPASS SHADERPASS_DEPTHNORMALS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float4 tangentWS : TEXCOORD3; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD4; + #endif + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + float4 _EmissionTint; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + sampler2D _NormalMap; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord5.xy = input.ase_texcoord.xy; + output.ase_texcoord6 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord5.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + float3 normalWS = TransformObjectToWorldNormal( input.normalOS ); + float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w ); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalWS; + output.tangentWS = tangentWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + void frag( PackedVaryings input + , out half4 outNormalWS : SV_Target0 + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float3 WorldNormal = input.normalWS; + float4 WorldTangent = input.tangentWS; + float3 WorldPosition = input.positionWS; + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_11_0_g11915 = finalUV146; + float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float3 Normal = unpack3_g11915; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); + float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = WorldNormal; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend One Zero, One Zero + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_GBUFFER + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float4 lightmapUVOrVertexSH : TEXCOORD1; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + #ifdef _METALLICMAPTOGGLE_ON + sampler2D _MetallicMap; + #endif + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord9.xy = input.texcoord.xy; + output.ase_texcoord10 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); + output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); + output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + output.lightmapUVOrVertexSH.zw = input.texcoord.xy; + output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + output.texcoord1 = input.texcoord1; + output.texcoord2 = input.texcoord2; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + FragmentOutput frag ( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( input.tSpace0.xyz ); + float3 WorldTangent = input.tSpace1.xyz; + float3 WorldBiTangent = input.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); + float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #else + ShadowCoords = float4(0, 0, 0, 0); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + + float3 BaseColor = temp_output_340_0.rgb; + float3 Normal = unpack3_g11915; + float3 Emission = staticSwitch13_g11915; + float3 Specular = 0.5; + float Metallic = staticSwitch23_g11915; + float Smoothness = staticSwitch22_g11915; + float Occlusion = 1; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _AlphaClip; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.positionCS = input.positionCS; + inputData.shadowCoord = ShadowCoords; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + #else + inputData.normalWS = WorldNormal; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); + + #ifdef ASE_FOG + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask ); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif + + #ifdef _DBUFFER + ApplyDecal(input.positionCS, + BaseColor, + Specular, + inputData.normalWS, + Metallic, + Occlusion, + Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData + (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + half4 color; + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + } + + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SCENESELECTIONPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + float4 _EmissionTint; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1 = screenPos; + output.ase_texcoord2.xyz = ase_positionWS; + + output.ase_texcoord.xy = input.ase_texcoord.xy; + output.ase_texcoord3 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord.zw = 0; + output.ase_texcoord2.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + + output.positionCS = TransformWorldToHClip(positionWS); + + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = input.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + surfaceDescription.Alpha = temp_output_340_0.a; + surfaceDescription.AlphaClipThreshold = _AlphaClip; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SCENEPICKINGPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + float4 _EmissionTint; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1 = screenPos; + output.ase_texcoord2.xyz = ase_positionWS; + + output.ase_texcoord.xy = input.ase_texcoord.xy; + output.ase_texcoord3 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord.zw = 0; + output.ase_texcoord2.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + output.positionCS = TransformWorldToHClip(positionWS); + + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = input.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + surfaceDescription.Alpha = temp_output_340_0.a; + surfaceDescription.AlphaClipThreshold = _AlphaClip; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "MotionVectors" + Tags { "LightMode"="MotionVectors" } + + ColorMask RG + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 positionOld : TEXCOORD4; + #if _ADD_PRECOMPUTED_VELOCITY + float3 alembicMotionVector : TEXCOORD5; + #endif + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 positionCSNoJitter : TEXCOORD0; + float4 previousPositionCSNoJitter : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPYellowTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + float4 _EmissionTint; + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + float2 _FrozenHighlightDistortionScale; + float2 _FrozenHighlightDistortionSpeed; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameNoiseScale; + float2 _FlameSpeed; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + float2 _TextureLayer1Offset; + float2 _TextureLayer1ScrollSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnEdgeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + float2 _FadingNoiseScale; + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + #endif + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortTo; + float2 _UVDistortFrom; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskSpeed; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionNoiseScale; + float2 _DirectionalDistortionDistortionScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchDistortion; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + float _DirectionalAlphaFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Metallic; + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + float _HalftoneFade; + float _HalftoneTiling; + float _HalftoneInvert; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2Rows; + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + float _ShiftingSaturation; + float _ShiftingContrast; + #endif + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + float _TextureLayer1Fade; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + float _EnchantedRainbowSpeed; + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + float _RainbowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSpeed; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + float _PoisonDensity; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _Smoothness; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _AlphaClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3 = screenPos; + output.ase_texcoord4.xyz = ase_positionWS; + + output.ase_texcoord2.xy = input.ase_texcoord.xy; + output.ase_texcoord5 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord2.zw = 0; + output.ase_texcoord4.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(APLICATION_SPACE_WARP_MOTION) + // We do not need jittered position in ASW + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));; + output.positionCS = output.positionCSNoJitter; + #else + // Jittered. Match the frame. + output.positionCS = vertexInput.positionCS; + output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS)); + #endif + + float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; + + #if _ADD_PRECOMPUTED_VELOCITY + prevPos = prevPos - float4(input.alembicMotionVector, 0); + #endif + + output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); + // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher + //ApplyMotionVectorZBias( output.positionCS ); + return output; + } + + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + + half4 frag( PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = input.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(APLICATION_SPACE_WARP_MOTION) + return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); + #else + return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); + #endif + } + ENDHLSL + } + + } + + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback Off +} +/*ASEBEGIN +Version=19903 +Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 +Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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unity_ShadowMasks: {instanceID: 0} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader new file mode 100644 index 00000000..8037cbb9 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader @@ -0,0 +1,35109 @@ +// Made with Amplify Shader Editor v1.9.9.3 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/3D Lit URP SSU" +{ + Properties + { + [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) + [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 + _MainTex( "MainTex", 2D ) = "white" {} + _ShadowClip( "Shadow Clip", Range( 0, 1 ) ) = 0.5 + _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0 + _NormalMap( "Normal Map", 2D ) = "bump" {} + _NormalIntensity( "Normal Intensity", Float ) = 1 + _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5 + _Metallic( "Metallic", Range( 0, 1 ) ) = 0 + [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0 + _MetallicMap( "Metallic Map", 2D ) = "white" {} + [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0 + [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 ) + _EmissionMap( "Emission Map", 2D ) = "white" {} + [Toggle( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0 + [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 + [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 + [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 + [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 + _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) + [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 + [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 + [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 + _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 + _ScreenWidthUnits( "Screen Width Units", Float ) = 10 + _RectWidth( "Rect Width", Float ) = 100 + _RectHeight( "Rect Height", Float ) = 100 + [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 + _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 + _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) + _FadingWidth( "Fading: Width", Float ) = 0.3 + _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 + _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FadingMask( "Fading: Mask", 2D ) = "white" {} + [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 + [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 + _TimeValue( "Time: Value", Float ) = 0 + [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 + _TimeSpeed( "Time: Speed", Float ) = 1 + [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 + _TimeFPS( "Time: FPS", Float ) = 5 + [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 + _TimeFrequency( "Time: Frequency", Float ) = 2 + _TimeRange( "Time: Range", Float ) = 0.5 + _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} + [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 + _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) + [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 + _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 + [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 + _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} + [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 + _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) + [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 + _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 + [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 + _AddColorMask( "Add Color: Mask", 2D ) = "white" {} + [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 + _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) + _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 + [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 + _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 + _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) + _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) + [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 + _Brightness( "Brightness", Float ) = 1 + [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 + _Contrast( "Contrast", Float ) = 1 + [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 + _Saturation( "Saturation", Float ) = 1 + [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 + _Hue( "Hue", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 + _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 + _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} + [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 + _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 + [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) + [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 + _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} + [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 + _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) + _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 + [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 + _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 + _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} + _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 + _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 + [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 + _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) + _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) + _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) + [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 + _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} + _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 + _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) + _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 + _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 + [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 + _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} + _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) + [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 + [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 + _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 + _AddHueSpeed( "Add Hue: Speed", Float ) = 1 + _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 + _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 + _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 + [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 + _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} + [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 + _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) + [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) + _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 + _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 + [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 + _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 + [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 + _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 + [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) + _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 + _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 + _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) + _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 + _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 + [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 + _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 + [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) + _BlackTintPower( "Black Tint: Power", Float ) = 4 + [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 + _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) + _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 + _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 + _SineGlowMin( "Sine Glow: Min", Float ) = 0 + _SineGlowMax( "Sine Glow: Max", Float ) = 1 + [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 + _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} + [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 + _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 + [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) + [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) + _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 + _SplitToningBalance( "Split Toning: Balance", Float ) = 1 + _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 + [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 + _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 + _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) + [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) + _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 + _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 + _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 + [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 + _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 + _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 + [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) + _HologramContrast( "Hologram: Contrast", Float ) = 1 + _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 + _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 + _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 + _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 + _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 + _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 + _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 + _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 + [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 + _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 + _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 + _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) + _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) + _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 + _GlitchBrightness( "Glitch: Brightness", Float ) = 4 + _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) + _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) + _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) + _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 + _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 + [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) + _FrozenContrast( "Frozen: Contrast", Float ) = 2 + [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) + _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 + _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 + _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) + _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 + _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 + _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 + _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 + _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 + _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 + _RainbowContrast( "Rainbow: Contrast", Float ) = 1 + _RainbowSpeed( "Rainbow: Speed", Float ) = 1 + _RainbowDensity( "Rainbow: Density", Float ) = 0.5 + _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) + _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 + [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 + _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 + _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) + _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 + _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) + _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) + _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) + _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 + _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 + _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) + [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 + _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) + _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 + _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 + [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) + _MetalContrast( "Metal: Contrast", Float ) = 2 + [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) + _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 + _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 + _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) + _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) + _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) + _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 + [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} + [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 + _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 + [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) + _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 + _ShineContrast( "Shine: Contrast", Float ) = 2 + _ShineWidth( "Shine: Width", Float ) = 0.1 + _ShineSpeed( "Shine: Speed", Float ) = 5 + _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 + _ShineSmooth( "Shine: Smoothness", Float ) = 1 + _ShineFrequency( "Shine: Frequency", Float ) = 0.3 + [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 + [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} + [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 + _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 + _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) + _BurnRadius( "Burn: Radius", Float ) = 5 + [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) + _BurnWidth( "Burn: Width", Float ) = 0.1 + _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 + [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) + _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 + [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) + _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 + _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 + _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 + _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 + [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) + _PoisonDensity( "Poison: Density", Float ) = 3 + _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 + _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 + _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 + _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) + _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) + [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 + _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 + _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) + _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 + _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 + _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 + [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 + _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 + _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 + _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 + [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) + [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) + [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 + [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 + _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 + _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 + _ShiftingDensity( "Shifting: Density", Float ) = 1.5 + _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 + _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 + [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 + _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 + [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) + [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) + [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 + _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} + [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 + _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 + _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 + _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 + _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 + _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 + _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 + _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 + _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 + _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} + [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) + _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) + _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) + [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 + _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 + [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 + _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) + [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 + _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 + _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 + _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 + _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 + _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 + [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 + _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 + _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 + _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 + _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 + [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 + _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 + _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 + _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 + _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 + _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) + _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 + [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) + _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 + [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 + [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 + _HalftoneFade( "Halftone: Fade", Float ) = 1 + _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) + _HalftoneTiling( "Halftone: Tiling", Float ) = 4 + _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 + [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 + _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 + _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 + _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) + _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 + _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 + _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 + [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) + _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 + _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 + [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 + [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 + _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 + _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 + _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 + _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) + _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 + _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) + _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 + _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) + [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 + [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 + _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 + _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) + _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 + _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 + _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 + _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 + [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 + _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 + _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) + _SqueezePower( "Squeeze: Power", Float ) = 1 + _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 + _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 + _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) + _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) + _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) + _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) + [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 + [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} + [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 + _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) + [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 + _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 + _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 + _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 + _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 + _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 + _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 + _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 + _WiggleSpeed( "Wiggle: Speed", Float ) = 2 + _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 + _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 + [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 + [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 + _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) + _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) + [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 + _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 + _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) + _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) + [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 + _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 + _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) + [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 + _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 + _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 + _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 + _VibrateRotation( "Vibrate: Rotation", Float ) = 4 + [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 + _WindRotation( "Wind: Rotation", Float ) = 0 + _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 + _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 + _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 + _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 + [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 + _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 + _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 + _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 + _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 + [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 + [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 + _WindXPosition( "Wind: X Position", Float ) = 0 + _WindFlip( "Wind: Flip", Float ) = 0 + [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 + _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 + _SquishStretch( "Squish: Stretch", Float ) = 0.1 + _SquishSquish( "Squish: Squish", Float ) = 0.1 + _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 + [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 + _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 + _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 + [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 + _FlameBrightness( "Flame: Brightness", Float ) = 10 + _FlameSmooth( "Flame: Smooth", Float ) = 2 + _FlameRadius( "Flame: Radius", Float ) = 0.2 + _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) + _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 + _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 + _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) + [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 + _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 + _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 + [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 + _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 + _SharpenFactor( "Sharpen: Factor", Float ) = 4 + _SharpenOffset( "Sharpen: Offset", Float ) = 2 + [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 + [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 + _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 + _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 + _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 + _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 + _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 + [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 + [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 + _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} + _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 + _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) + _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 + _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 + [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 + _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 + [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 + _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) + _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) + _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + + //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 + //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 + //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 + //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 + //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 + //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 + //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 + //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 + //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 + //_TessMin( "Tess Min Distance", Float ) = 10 + //_TessMax( "Tess Max Distance", Float ) = 25 + //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 + //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 + + [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 + [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 + [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 + + [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 + [HideInInspector] _QueueControl("_QueueControl", Float) = -1 + + [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} + [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} + + //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 + } + + SubShader + { + LOD 0 + + + + Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } + + Cull Off + ZWrite Off + ZTest LEqual + Offset 0 , 0 + AlphaToMask Off + + + + HLSLINCLUDE + #pragma target 4.5 + #pragma prefer_hlslcc gles + // ensure rendering platforms toggle list is visible + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + + #ifndef ASE_TESS_FUNCS + #define ASE_TESS_FUNCS + float4 FixedTess( float tessValue ) + { + return tessValue; + } + + float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) + { + float3 wpos = mul(o2w,vertex).xyz; + float dist = distance (wpos, cameraPos); + float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; + return f; + } + + float4 CalcTriEdgeTessFactors (float3 triVertexFactors) + { + float4 tess; + tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); + tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); + tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); + tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; + return tess; + } + + float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) + { + float dist = distance (0.5 * (wpos0+wpos1), cameraPos); + float len = distance(wpos0, wpos1); + float f = max(len * scParams.y / (edgeLen * dist), 1.0); + return f; + } + + float DistanceFromPlane (float3 pos, float4 plane) + { + float d = dot (float4(pos,1.0f), plane); + return d; + } + + bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) + { + float4 planeTest; + planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); + planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); + return !all (planeTest); + } + + float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) + { + float3 f; + f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); + f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); + f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); + + return CalcTriEdgeTessFactors (f); + } + + float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + return tess; + } + + float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) + { + float3 pos0 = mul(o2w,v0).xyz; + float3 pos1 = mul(o2w,v1).xyz; + float3 pos2 = mul(o2w,v2).xyz; + float4 tess; + + if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) + { + tess = 0.0f; + } + else + { + tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); + tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); + tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); + tess.w = (tess.x + tess.y + tess.z) / 3.0f; + } + return tess; + } + #endif //ASE_TESS_FUNCS + ENDHLSL + + + Pass + { + + Name "Forward" + Tags { "LightMode"="UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite Off + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + + HLSLPROGRAM + + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile _ _LIGHT_LAYERS + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _FORWARD_PLUS + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_FORWARD + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float4 lightmapUVOrVertexSH : TEXCOORD1; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + #ifdef _METALLICMAPTOGGLE_ON + sampler2D _MetallicMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord9.xy = input.texcoord.xy; + output.ase_texcoord10 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord9.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); + output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); + output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #else + OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); + #endif + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + output.lightmapUVOrVertexSH.zw = input.texcoord.xy; + output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + output.texcoord1 = input.texcoord1; + output.texcoord2 = input.texcoord2; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag ( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( input.tSpace0.xyz ); + float3 WorldTangent = input.tSpace1.xyz; + float3 WorldBiTangent = input.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); + float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + + float3 BaseColor = temp_output_340_0.rgb; + float3 Normal = unpack3_g11915; + float3 Emission = staticSwitch13_g11915; + float3 Specular = 0.5; + float Metallic = staticSwitch23_g11915; + float Smoothness = staticSwitch22_g11915; + float Occlusion = 1; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _ShadowClip; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _CLEARCOAT + float CoatMask = 0; + float CoatSmoothness = 0; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.positionCS = input.positionCS; + inputData.viewDirectionWS = WorldViewDirection; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + #else + inputData.normalWS = WorldNormal; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = ShadowCoords; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + #ifdef ASE_FOG + inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask ); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif + + SurfaceData surfaceData; + surfaceData.albedo = BaseColor; + surfaceData.metallic = saturate(Metallic); + surfaceData.specular = Specular; + surfaceData.smoothness = saturate(Smoothness), + surfaceData.occlusion = Occlusion, + surfaceData.emission = Emission, + surfaceData.alpha = saturate(Alpha); + surfaceData.normalTS = Normal; + surfaceData.clearCoatMask = 0; + surfaceData.clearCoatSmoothness = 1; + + #ifdef _CLEARCOAT + surfaceData.clearCoatMask = saturate(CoatMask); + surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); + #endif + + #ifdef _DBUFFER + ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); + #endif + + #ifdef _ASE_LIGHTING_SIMPLE + half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); + #else + half4 color = UniversalFragmentPBR( inputData, surfaceData); + #endif + + #ifdef ASE_TRANSMISSION + { + float shadow = _TransmissionShadow; + + #define SUM_LIGHT_TRANSMISSION(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ + color.rgb += BaseColor * transmission; + + SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSMISSION( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_TRANSLUCENCY + { + float shadow = _TransShadow; + float normal = _TransNormal; + float scattering = _TransScattering; + float direct = _TransDirect; + float ambient = _TransAmbient; + float strength = _TransStrength; + + #define SUM_LIGHT_TRANSLUCENCY(Light)\ + float3 atten = Light.color * Light.distanceAttenuation;\ + atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ + half3 lightDir = Light.direction + inputData.normalWS * normal;\ + half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ + half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ + color.rgb += BaseColor * translucency * strength; + + SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); + + #if defined(_ADDITIONAL_LIGHTS) + uint meshRenderingLayers = GetMeshRenderingLayer(); + uint pixelLightCount = GetAdditionalLightsCount(); + #if USE_FORWARD_PLUS + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + } + #endif + LIGHT_LOOP_BEGIN( pixelLightCount ) + #ifdef _LIGHT_LAYERS + Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + SUM_LIGHT_TRANSLUCENCY( light ); + } + LIGHT_LOOP_END + #endif + } + #endif + + #ifdef ASE_REFRACTION + float4 projScreenPos = ScreenPos / ScreenPos.w; + float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); + projScreenPos.xy += refractionOffset.xy; + float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; + color.rgb = lerp( refraction, color.rgb, color.a ); + color.a = 1; + #endif + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_FOG + #ifdef TERRAIN_SPLAT_ADDPASS + color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord); + #else + color.rgb = MixFog(color.rgb, inputData.fogCoord); + #endif + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "ShadowCaster" + Tags { "LightMode"="ShadowCaster" } + + ZWrite On + ZTest LEqual + AlphaToMask Off + ColorMask 0 + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_SHADOWCASTER + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + float4 _EmissionTint; + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + float3 _LightDirection; + float3 _LightPosition; + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + float3 normalWS = TransformObjectToWorldDir(input.normalOS); + + #if _CASTING_PUNCTUAL_LIGHT_SHADOW + float3 lightDirectionWS = normalize(_LightPosition - positionWS); + #else + float3 lightDirectionWS = _LightDirection; + #endif + + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); + + //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher + positionCS = ApplyShadowClamping(positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = positionCS; + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = positionCS; + output.clipPosV = positionCS; + output.positionWS = positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float3 WorldPosition = input.positionWS; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _ShadowClip; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_SHADOW_ON + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThresholdShadow); + #else + clip(Alpha - AlphaClipThreshold); + #endif + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "DepthOnly" + Tags { "LightMode"="DepthOnly" } + + ZWrite On + ColorMask R + AlphaToMask Off + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD2; + #endif + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + float4 _EmissionTint; + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord3.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float3 WorldPosition = input.positionWS; + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return 0; + } + ENDHLSL + } + + + Pass + { + + Name "Meta" + Tags { "LightMode"="Meta" } + + Cull Off + + HLSLPROGRAM + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + #pragma shader_feature EDITOR_VISUALIZATION + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_META + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + #ifdef EDITOR_VISUALIZATION + float4 VizUV : TEXCOORD2; + float4 LightCoord : TEXCOORD3; + #endif + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord5 = screenPos; + + output.ase_texcoord4.xy = input.texcoord0.xy; + output.ase_texcoord6 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord4.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + output.positionWS = positionWS; + #endif + + output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); + + #ifdef EDITOR_VISUALIZATION + float2 VizUV = 0; + float4 LightCoord = 0; + UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); + output.VizUV = float4(VizUV, 0, 0); + output.LightCoord = LightCoord; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + VertexPositionInputs vertexInput = (VertexPositionInputs)0; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = output.positionCS; + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 texcoord0 : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.texcoord0 = input.texcoord0; + output.texcoord1 = input.texcoord1; + output.texcoord2 = input.texcoord2; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = input.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord5; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float2 temp_output_11_0_g11915 = finalUV146; + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + + float3 BaseColor = temp_output_340_0.rgb; + float3 Emission = staticSwitch13_g11915; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + MetaInput metaInput = (MetaInput)0; + metaInput.Albedo = BaseColor; + metaInput.Emission = Emission; + #ifdef EDITOR_VISUALIZATION + metaInput.VizUV = input.VizUV.xy; + metaInput.LightCoord = input.LightCoord; + #endif + + return UnityMetaFragment(metaInput); + } + ENDHLSL + } + + + Pass + { + + Name "Universal2D" + Tags { "LightMode"="Universal2D" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + HLSLPROGRAM + + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_2D + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 positionWS : TEXCOORD0; + #endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD1; + #endif + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + float4 _EmissionTint; + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_TRANSFER_INSTANCE_ID( input, output ); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3 = screenPos; + + output.ase_texcoord2.xy = input.ase_texcoord.xy; + output.ase_texcoord4 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord2.zw = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + output.positionWS = vertexInput.positionWS; + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( input ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) + float3 WorldPosition = input.positionWS; + #endif + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float3 BaseColor = temp_output_340_0.rgb; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + half4 color = half4(BaseColor, Alpha ); + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + return color; + } + ENDHLSL + } + + + Pass + { + + Name "DepthNormals" + Tags { "LightMode"="DepthNormals" } + + ZWrite On + Blend One Zero + ZTest LEqual + ZWrite On + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY + //#define SHADERPASS SHADERPASS_DEPTHNORMALS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD2; + float4 tangentWS : TEXCOORD3; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + float4 shadowCoord : TEXCOORD4; + #endif + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_texcoord6 : TEXCOORD6; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + float4 _EmissionTint; + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + sampler2D _NormalMap; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord5.xy = input.ase_texcoord.xy; + output.ase_texcoord6 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord5.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + float3 normalWS = TransformObjectToWorldNormal( input.normalOS ); + float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w ); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + output.positionWS = vertexInput.positionWS; + output.normalWS = normalWS; + output.tangentWS = tangentWS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + void frag( PackedVaryings input + , out half4 outNormalWS : SV_Target0 + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + #ifdef _WRITE_RENDERING_LAYERS + , out float4 outRenderingLayers : SV_Target1 + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float3 WorldNormal = input.normalWS; + float4 WorldTangent = input.tangentWS; + float3 WorldPosition = input.positionWS; + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #endif + #endif + + float2 texCoord363 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_11_0_g11915 = finalUV146; + float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float3 Normal = unpack3_g11915; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + #if defined(_GBUFFER_NORMALS_OCT) + float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); + half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); + outNormalWS = half4(packedNormalWS, 0.0); + #else + #if defined(_NORMALMAP) + #if _NORMAL_DROPOFF_TS + float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); + float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); + #elif _NORMAL_DROPOFF_OS + float3 normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + float3 normalWS = Normal; + #endif + #else + float3 normalWS = WorldNormal; + #endif + outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); + #endif + + #ifdef _WRITE_RENDERING_LAYERS + uint renderingLayers = GetMeshRenderingLayer(); + outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + #endif + } + ENDHLSL + } + + + Pass + { + + Name "GBuffer" + Tags { "LightMode"="UniversalGBuffer" } + + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha + ZWrite On + ZTest LEqual + Offset 0 , 0 + ColorMask RGBA + + + HLSLPROGRAM + + #pragma multi_compile_fragment _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_fog + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + + #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ USE_LEGACY_LIGHTMAPS + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_GBUFFER + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) + #define ENABLE_TERRAIN_PERPIXEL_NORMAL + #endif + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_SCREEN_POSITION + #define ASE_NEEDS_WORLD_POSITION + #define ASE_NEEDS_FRAG_WORLD_POSITION + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + #pragma shader_feature _EMISSIONTOGGLE_ON + #pragma shader_feature _METALLICMAPTOGGLE_ON + + + #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) + #define ASE_SV_DEPTH SV_DepthLessEqual + #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid + #else + #define ASE_SV_DEPTH SV_Depth + #define ASE_SV_POSITION_QUALIFIERS + #endif + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; + float4 clipPosV : TEXCOORD0; + float4 lightmapUVOrVertexSH : TEXCOORD1; + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + half4 fogFactorAndVertexLight : TEXCOORD2; + #endif + float4 tSpace0 : TEXCOORD3; + float4 tSpace1 : TEXCOORD4; + float4 tSpace2 : TEXCOORD5; + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD6; + #endif + #if defined(DYNAMICLIGHTMAP_ON) + float2 dynamicLightmapUV : TEXCOORD7; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + float4 probeOcclusion : TEXCOORD8; + #endif + float4 ase_texcoord9 : TEXCOORD9; + float4 ase_texcoord10 : TEXCOORD10; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + #ifdef _EMISSIONTOGGLE_ON + float4 _EmissionTint; + #endif + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + sampler2D _NormalMap; + #ifdef _EMISSIONTOGGLE_ON + sampler2D _EmissionMap; + #endif + #ifdef _METALLICMAPTOGGLE_ON + sampler2D _MetallicMap; + #endif + + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord9.xy = input.texcoord.xy; + output.ase_texcoord10 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord9.zw = 0; + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + input.tangentOS = input.tangentOS; + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); + + output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); + output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); + output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); + + #if defined(LIGHTMAP_ON) + OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + output.lightmapUVOrVertexSH.zw = input.texcoord.xy; + output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #endif + + #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) + output.fogFactorAndVertexLight = 0; + #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); + output.fogFactorAndVertexLight.yzw = vertexLight; + #endif + #endif + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord( vertexInput ); + #endif + + output.positionCS = vertexInput.positionCS; + output.clipPosV = vertexInput.positionCS; + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float4 texcoord : TEXCOORD0; + float4 texcoord1 : TEXCOORD1; + float4 texcoord2 : TEXCOORD2; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.tangentOS = input.tangentOS; + output.texcoord = input.texcoord; + output.texcoord1 = input.texcoord1; + output.texcoord2 = input.texcoord2; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; + output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; + output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; + output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + FragmentOutput frag ( PackedVaryings input + #ifdef ASE_DEPTH_WRITE_ON + ,out float outputDepth : ASE_SV_DEPTH + #endif + ) + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; + float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); + float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); + float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); + #else + float3 WorldNormal = normalize( input.tSpace0.xyz ); + float3 WorldTangent = input.tSpace1.xyz; + float3 WorldBiTangent = input.tSpace2.xyz; + #endif + + float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); + float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); + float4 ShadowCoords = float4( 0, 0, 0, 0 ); + float4 ClipPos = input.clipPosV; + float4 ScreenPos = ComputeScreenPos( input.clipPosV ); + + float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + ShadowCoords = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); + #else + ShadowCoords = float4(0, 0, 0, 0); + #endif + + WorldViewDirection = SafeNormalize( WorldViewDirection ); + + float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (WorldPosition).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + float2 temp_output_11_0_g11915 = finalUV146; + float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); + unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); + + #ifdef _EMISSIONTOGGLE_ON + float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); + float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); + float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); + float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); + #else + float3 staticSwitch13_g11915 = float3( 0, 0, 0 ); + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); + float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); + #else + float staticSwitch23_g11915 = _Metallic; + #endif + + #ifdef _METALLICMAPTOGGLE_ON + float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); + #else + float staticSwitch22_g11915 = _Smoothness; + #endif + + + float3 BaseColor = temp_output_340_0.rgb; + float3 Normal = unpack3_g11915; + float3 Emission = staticSwitch13_g11915; + float3 Specular = 0.5; + float Metallic = staticSwitch23_g11915; + float Smoothness = staticSwitch22_g11915; + float Occlusion = 1; + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + float AlphaClipThresholdShadow = _ShadowClip; + float3 BakedGI = 0; + float3 RefractionColor = 1; + float RefractionIndex = 1; + float3 Transmission = 1; + float3 Translucency = 1; + + #ifdef ASE_DEPTH_WRITE_ON + float DepthValue = input.positionCS.z; + #endif + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + InputData inputData = (InputData)0; + inputData.positionWS = WorldPosition; + inputData.positionCS = input.positionCS; + inputData.shadowCoord = ShadowCoords; + + #ifdef _NORMALMAP + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(Normal); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = Normal; + #endif + #else + inputData.normalWS = WorldNormal; + #endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); + + #ifdef ASE_FOG + // @diogo: no fog applied in GBuffer + #endif + #ifdef _ADDITIONAL_LIGHTS_VERTEX + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + #endif + + #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) + float3 SH = SampleSH(inputData.normalWS.xyz); + #else + float3 SH = input.lightmapUVOrVertexSH.xyz; + #endif + + #if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), + inputData.normalWS, + inputData.viewDirectionWS, + input.positionCS.xy, + input.probeOcclusion, + inputData.shadowMask ); + #else + inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); + #endif + + #ifdef ASE_BAKEDGI + inputData.bakedGI = BakedGI; + #endif + + inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; + #else + inputData.vertexSH = SH; + #endif + #if defined(USE_APV_PROBE_OCCLUSION) + inputData.probeOcclusion = input.probeOcclusion; + #endif + #endif + + #ifdef _DBUFFER + ApplyDecal(input.positionCS, + BaseColor, + Specular, + inputData.normalWS, + Metallic, + Occlusion, + Smoothness); + #endif + + BRDFData brdfData; + InitializeBRDFData + (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); + + Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); + half4 color; + MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); + color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + color.a = Alpha; + + #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY + color.rgb *= color.a; + #endif + + #ifdef ASE_DEPTH_WRITE_ON + outputDepth = DepthValue; + #endif + + return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); + } + + ENDHLSL + } + + + Pass + { + + Name "SceneSelectionPass" + Tags { "LightMode"="SceneSelectionPass" } + + Cull Off + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SCENESELECTIONPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + float4 _EmissionTint; + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1 = screenPos; + output.ase_texcoord2.xyz = ase_positionWS; + + output.ase_texcoord.xy = input.ase_texcoord.xy; + output.ase_texcoord3 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord.zw = 0; + output.ase_texcoord2.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + + output.positionCS = TransformWorldToHClip(positionWS); + + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = input.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + surfaceDescription.Alpha = temp_output_340_0.a; + surfaceDescription.AlphaClipThreshold = _AlphaClip; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "ScenePickingPass" + Tags { "LightMode"="Picking" } + + AlphaToMask Off + + HLSLPROGRAM + + #define _NORMAL_DROPOFF_TS 1 + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SCENEPICKINGPASS 1 + + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + #define SHADERPASS SHADERPASS_DEPTHONLY + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 ase_texcoord : TEXCOORD0; + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + float4 _EmissionTint; + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + struct SurfaceDescription + { + float Alpha; + float AlphaClipThreshold; + }; + + PackedVaryings VertexFunction(Attributes input ) + { + PackedVaryings output; + ZERO_INITIALIZE(PackedVaryings, output); + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord1 = screenPos; + output.ase_texcoord2.xyz = ase_positionWS; + + output.ase_texcoord.xy = input.ase_texcoord.xy; + output.ase_texcoord3 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord.zw = 0; + output.ase_texcoord2.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + input.normalOS = input.normalOS; + + float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); + output.positionCS = TransformWorldToHClip(positionWS); + + return output; + } + + #if defined(ASE_TESSELLATION) + struct VertexControl + { + float4 positionOS : INTERNALTESSPOS; + float3 normalOS : NORMAL; + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct TessellationFactors + { + float edge[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + VertexControl vert ( Attributes input ) + { + VertexControl output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + output.positionOS = input.positionOS; + output.normalOS = input.normalOS; + output.ase_texcoord = input.ase_texcoord; + output.ase_color = input.ase_color; + return output; + } + + TessellationFactors TessellationFunction (InputPatch input) + { + TessellationFactors output; + float4 tf = 1; + float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; + float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; + #if defined(ASE_FIXED_TESSELLATION) + tf = FixedTess( tessValue ); + #elif defined(ASE_DISTANCE_TESSELLATION) + tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); + #elif defined(ASE_LENGTH_TESSELLATION) + tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); + #elif defined(ASE_LENGTH_CULL_TESSELLATION) + tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); + #endif + output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; + return output; + } + + [domain("tri")] + [partitioning("fractional_odd")] + [outputtopology("triangle_cw")] + [patchconstantfunc("TessellationFunction")] + [outputcontrolpoints(3)] + VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) + { + return patch[id]; + } + + [domain("tri")] + PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) + { + Attributes output = (Attributes) 0; + output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; + output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; + output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; + output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; + #if defined(ASE_PHONG_TESSELLATION) + float3 pp[3]; + for (int i = 0; i < 3; ++i) + pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); + float phongStrength = _TessPhongStrength; + output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; + #endif + UNITY_TRANSFER_INSTANCE_ID(patch[0], output); + return VertexFunction(output); + } + #else + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + #endif + + half4 frag(PackedVaryings input ) : SV_Target + { + SurfaceDescription surfaceDescription = (SurfaceDescription)0; + + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = input.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + surfaceDescription.Alpha = temp_output_340_0.a; + surfaceDescription.AlphaClipThreshold = _AlphaClip; + + #if _ALPHATEST_ON + float alphaClipThreshold = 0.01f; + #if ALPHA_CLIP_THRESHOLD + alphaClipThreshold = surfaceDescription.AlphaClipThreshold; + #endif + clip(surfaceDescription.Alpha - alphaClipThreshold); + #endif + + half4 outColor = 0; + + #ifdef SCENESELECTIONPASS + outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); + #elif defined(SCENEPICKINGPASS) + outColor = _SelectionID; + #endif + + return outColor; + } + + ENDHLSL + } + + + Pass + { + + Name "MotionVectors" + Tags { "LightMode"="MotionVectors" } + + ColorMask RG + + HLSLPROGRAM + + #pragma multi_compile _ALPHATEST_ON + #define _NORMAL_DROPOFF_TS 1 + #pragma multi_compile_instancing + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define ASE_FOG 1 + #define _ALPHATEST_SHADOW_ON 1 + #define _SURFACE_TYPE_TRANSPARENT 1 + #define _EMISSION + #define _NORMALMAP 1 + #define ASE_VERSION 19903 + #define ASE_SRP_VERSION 170200 + + + #pragma vertex vert + #pragma fragment frag + + #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) + #define _SPECULAR_COLOR 1 + #endif + + #define SHADERPASS SHADERPASS_MOTION_VECTORS + + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" + + #if defined(LOD_FADE_CROSSFADE) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" + #endif + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" + + #define ASE_NEEDS_TEXTURE_COORDINATES0 + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _RECEIVE_SHADOWS_OFF + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct Attributes + { + float4 positionOS : POSITION; + float3 positionOld : TEXCOORD4; + #if _ADD_PRECOMPUTED_VELOCITY + float3 alembicMotionVector : TEXCOORD5; + #endif + float4 ase_texcoord : TEXCOORD0; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct PackedVaryings + { + float4 positionCS : SV_POSITION; + float4 positionCSNoJitter : TEXCOORD0; + float4 previousPositionCSNoJitter : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + float4 ase_color : COLOR; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowTo; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 _BlackTintColor; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 _InkSpreadColor; + #endif + #ifdef _ENABLEPOISON_ON + float4 _PoisonColor; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineMask_ST; + #endif + #ifdef _ENABLEADDHUE_ON + float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 _SineGlowColor; + float4 _SineGlowMask_ST; + #endif + #ifdef _ENABLESHINE_ON + float4 _ShineColor; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 _InnerOutlineColor; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 _OuterOutlineColor; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float4 _SourceGlowDissolveEdgeColor; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 _PixelOutlineColor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float4 _PingPongGlowFrom; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnEdgeColor; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float4 _HologramTint; + #endif + #ifdef _ENABLEENCHANTED_ON + float4 _EnchantedLowColor; + float4 _EnchantedHighColor; + #endif + #ifdef _ENABLEUVDISTORT_ON + float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningHighlightsColor; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBRedTint; + float4 _RecolorRGBGreenTint; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float4 _TextureLayer2Color; + #endif + #ifdef _ENABLERECOLORRGB_ON + float4 _RecolorRGBBlueTint; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPPurpleTint; + float4 _RecolorRGBYCPBlueTint; + float4 _RecolorRGBYCPCyanTint; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float4 _DirectionalGlowFadeEdgeColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPGreenTint; + float4 _RecolorRGBYCPRedTint; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorB; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceFromColor; + #endif + #ifdef _ENABLESHIFTING_ON + float4 _ShiftingColorA; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float4 _FullGlowDissolveEdgeColor; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 _ColorReplaceToColor; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 _SplitToningShadowsColor; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 _RecolorRGBYCPYellowTint; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideColor; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float4 _TextureLayer1Color; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalColor; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 _AlphaTintColor; + #endif + #ifdef _ENABLEFROZEN_ON + float4 _FrozenHighlightColor; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintMask_ST; + #endif + #ifdef _ENABLEBURN_ON + float4 _BurnInsideNoiseColor; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorMask_ST; + #endif + #ifdef _SHADERFADING_MASK + float4 _FadingMask_ST; + #endif + #ifdef _ENABLEADDCOLOR_ON + float4 _AddColorColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorB; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalHighlightColor; + #endif + #ifdef _ENABLESHADOW_ON + float4 _ShadowColor; + #endif + float4 _EmissionTint; + #ifdef _SPRITESHEETFIX_ON + float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 _StrongTintTint; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEFROZEN_ON + float4 _FrozenTint; + float4 _FrozenSnowColor; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageBaseColor; + #endif + #ifdef _ENABLEMETAL_ON + float4 _MetalMask_ST; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float4 _CamouflageColorA; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortion; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1ScrollSpeed; + float2 _TextureLayer1Offset; + #endif + #ifdef _ENABLEENCHANTED_ON + float2 _EnchantedSpeed; + float2 _EnchantedScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseSpeed; + float2 _MetalNoiseScale; + #endif + #ifdef _ENABLEFLAME_ON + float2 _FlameSpeed; + float2 _FlameNoiseScale; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionSpeed; + float2 _FrozenHighlightScale; + float2 _FrozenHighlightSpeed; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortion; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenHighlightDistortionScale; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float2 _TextureLayer1Scale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnInsideNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadPosition; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionSpeed; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseScale; + #endif + #ifdef _ENABLEBURN_ON + float2 _BurnPosition; + float2 _BurnEdgeNoiseScale; + float2 _BurnSwirlNoiseScale; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowCenter; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionSpeed; + #endif + #ifdef _ENABLERAINBOW_ON + float2 _RainbowNoiseScale; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float2 _PixelOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionScale; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float2 _CustomFadeNoiseScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseScale; + #endif + #ifdef _ENABLEMETAL_ON + float2 _MetalNoiseDistortionScale; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineNoiseSpeed; + float2 _OuterOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleA; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float2 _InnerOutlineDistortionIntensity; + float2 _InnerOutlineNoiseScale; + float2 _InnerOutlineNoiseSpeed; + float2 _InnerOutlineTextureSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageNoiseScaleB; + #endif + #ifdef _ENABLEPOISON_ON + float2 _PoisonNoiseSpeed; + float2 _PoisonNoiseScale; + #endif + #ifdef _ENABLEINKSPREAD_ON + float2 _InkSpreadNoiseScale; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchNoiseSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float2 _CamouflageDistortionIntensity; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float2 _OuterOutlineDistortionIntensity; + #endif + #ifdef _ENABLEFROZEN_ON + float2 _FrozenSnowScale; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float2 _FullGlowDissolveNoiseScale; + #endif + #ifdef _ENABLESINESCALE_ON + float2 _SineScaleFactor; + #endif + #ifdef _ENABLEHALFTONE_ON + float2 _HalftonePosition; + #endif + float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + float2 _FadingPosition; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 _SqueezeCenter; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortNoiseScale; + float2 _UVDistortSpeed; + float2 _UVDistortTo; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 _DirectionalGlowFadeNoiseScale; + #endif + #ifdef _ENABLEUVDISTORT_ON + float2 _UVDistortFrom; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolvePosition; + #endif + #ifdef _ENABLEGLITCH_ON + float2 _GlitchMaskScale; + float2 _GlitchMaskSpeed; + float2 _GlitchDistortion; + float2 _GlitchDistortionScale; + float2 _GlitchDistortionSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float2 _SourceAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float2 _DirectionalAlphaFadeNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionNoiseScale; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 _SourceGlowDissolvePosition; + float2 _SourceGlowDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortionScale; + float2 _DirectionalDistortionNoiseScale; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float2 _SineRotatePivot; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 _DirectionalDistortionDistortion; + #endif + #ifdef _ENABLEUVROTATE_ON + float2 _UVRotatePivot; + #endif + #ifdef _ENABLESINEMOVE_ON + float2 _SineMoveFrequency; + float2 _SineMoveOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2ScrollSpeed; + float2 _TextureLayer2Offset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScaleScale; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingOffset; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 _UVScalePivot; + #endif + #ifdef _ENABLESHADOW_ON + float2 _ShadowOffset; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float2 _TextureLayer2Scale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingOffset; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEWORLDTILING_ON + float2 _WorldTilingScale; + #endif + #ifdef _ENABLESCREENTILING_ON + float2 _ScreenTilingScale; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowDensity; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnEdgeNoiseFactor; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeNoiseFactor; + #endif + float _NormalIntensity; + #ifdef _ENABLEBURN_ON + float _BurnWidth; + #endif + float _Metallic; + #ifdef _ENABLEBURN_ON + float _BurnFade; + #endif + float _Smoothness; + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeRotation; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowNoiseFactor; + float _RainbowSpeed; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintFade; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideContrast; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEBURN_ON + float _BurnInsideNoiseFactor; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenFade; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneFade; + float _HalftoneTiling; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightContrast; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float _DirectionalAlphaFadeInvert; + #endif + #ifdef _ENABLEHALFTONE_ON + float _HalftoneInvert; + #endif + #ifdef _ENABLEADDCOLOR_ON + float _AddColorFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintMinAlpha; + #endif + #ifdef _ENABLEBURN_ON + float _BurnSwirlFactor; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeNoiseFactor; + #endif + #ifdef _ENABLEALPHATINT_ON + float _AlphaTintFade; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float _DirectionalGlowFadeFade; + float _DirectionalGlowFadeRotation; + #endif + #ifdef _ENABLESTRONGTINT_ON + float _StrongTintContrast; + #endif + #ifdef _ENABLEBURN_ON + float _BurnRadius; + #endif + #ifdef _ENABLESHADOW_ON + float _ShadowFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Fade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineContrast; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowSaturation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedContrast; + float _EnchantedBrightness; + float _EnchantedReduce; + float _EnchantedFade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float _FullAlphaDissolveWidth; + float _FullAlphaDissolveFade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Fade; + float _TextureLayer2Contrast; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingSpeed; + #endif + int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2Speed; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSaturation; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingDensity; + float _ShiftingSaturation; + float _ShiftingContrast; + float _ShiftingFade; + #endif + int _TextureLayer2Rows; + int _TextureLayer2Columns; + #ifdef _ENABLETEXTURELAYER2_ON + float _TextureLayer2EdgeClip; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1EdgeClip; + #endif + int _TextureLayer1Columns; + int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Speed; + #endif + int _TextureLayer1StartFrame; + #ifdef _ENABLEFROZEN_ON + float _FrozenHighlightDensity; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowSpeed; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveFade; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowBrightness; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float _SourceGlowDissolveFade; + float _SourceGlowDissolveNoiseFactor; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowContrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLERAINBOW_ON + float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSaturation; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + float _TextureLayer1Contrast; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveNoiseFactor; + #endif + #ifdef _ENABLESHINE_ON + float _ShineRotation; + #endif + #ifdef _ENABLEENCHANTED_ON + float _EnchantedRainbowDensity; + #endif + #ifdef _ENABLESHINE_ON + float _ShineFrequency; + float _ShineWidth; + float _ShineSmooth; + float _ShineFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonShiftSpeed; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveFade; + #endif + #ifdef _ENABLEPOISON_ON + float _PoisonDensity; + float _PoisonFade; + float _PoisonNoiseBrightness; + float _PoisonRecolorFactor; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float _SourceAlphaDissolveInvert; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESHINE_ON + float _ShineSpeed; + #endif + #ifdef _ENABLESHIFTING_ON + float _ShiftingBrightness; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishStretch; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowContrast; + #endif + #ifdef _ENABLESQUEEZE_ON + float _SqueezeFade; + float _SqueezePower; + #endif + #ifdef _ENABLEUVDISTORT_ON + float _UVDistortFade; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchFade; + float _GlitchMaskMin; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramFade; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateFrequency; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionOffset; + float _HologramDistortionDensity; + float _HologramDistortionSpeed; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionWidth; + float _DirectionalDistortionNoiseFactor; + float _DirectionalDistortionFade; + float _DirectionalDistortionRotation; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramDistortionScale; + #endif + #ifdef _ENABLESINEROTATE_ON + float _SineRotateAngle; + float _SineRotateFade; + #endif + #ifdef _ENABLEUVROTATE_ON + float _UVRotateSpeed; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeNoiseFactor; + float _SmokeNoiseScale; + float _SmokeVertexSeed; + #endif + #ifdef _ENABLESHARPEN_ON + float _SharpenFade; + float _SharpenFactor; + float _SharpenOffset; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float _GaussianBlurFade; + float _GaussianBlurOffset; + #endif + #ifdef _ENABLEWIGGLE_ON + float _WiggleFade; + float _WiggleOffset; + float _WiggleSpeed; + float _WiggleFrequency; + #endif + #ifdef _ENABLEPIXELATE_ON + float _PixelateFade; + float _PixelatePixelsPerUnit; + float _PixelatePixelDensity; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionInvert; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeSmoothness; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float _DirectionalDistortionRandomDirection; + #endif + #ifdef _ENABLEWIND_ON + float _WindSquishWindFactor; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateFade; + float _VibrateOffset; + float _VibrateFrequency; + #endif + #ifdef _ENABLESINEMOVE_ON + float _SineMoveFade; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float _TimeRange; + float _TimeFrequency; + #endif + #ifdef _ENABLEVIBRATE_ON + float _VibrateRotation; + #endif + #ifdef _TOGGLETIMEFPS_ON + float _TimeFPS; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float _TimeValue; + #endif + #ifdef _ENABLESQUISH_ON + float _SquishSquish; + float _SquishFlip; + float _SquishFade; + #endif + #ifdef _ENABLEWORLDTILING_ON + float _WorldTilingPixelsPerUnit; + #endif + #ifdef _ENABLESCREENTILING_ON + float _ScreenTilingPixelsPerUnit; + #endif + #ifdef _TOGGLETIMESPEED_ON + float _TimeSpeed; + #endif + #ifdef _ENABLESINESCALE_ON + float _SineScaleFrequency; + #endif + float _FadingFade; + float _FadingWidth; + #ifdef _ENABLEWIND_ON + float _WindSquishFactor; + float _WindFlip; + float _WindMaxRotation; + float _WindRotation; + float _WindNoiseSpeed; + float _WindNoiseScale; + float _WindXPosition; + float _WindMaxIntensity; + float _WindMinIntensity; + float _WindRotationWindFactor; + #endif + #ifdef _SHADERFADING_SPREAD + float _FadingNoiseFactor; + #endif + float _ScreenWidthUnits; + #ifdef _SHADERSPACE_UI_GRAPHIC + float _RectHeight; + float _RectWidth; + #endif + float _PixelsPerUnit; + #ifdef _ENABLEFULLDISTORTION_ON + float _FullDistortionFade; + #endif + #ifdef _ENABLESMOKE_ON + float _SmokeDarkEdge; + float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeNoiseFactor; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowFade; + float _PingPongGlowFrequency; + #endif + float _AlphaClip; + #ifdef _ENABLEPIXELOUTLINE_ON + float _PixelOutlineWidth; + float _PixelOutlineAlphaLimit; + float _PixelOutlineFade; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float _PingPongGlowContrast; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineWidth; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float _InnerOutlineWidth; + float _InnerOutlineFade; + #endif + #ifdef _ENABLESATURATION_ON + float _Saturation; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowMin; + float _SineGlowMax; + float _SineGlowFrequency; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float _OuterOutlineFade; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramContrast; + float _HologramLineSpeed; + float _HologramLineFrequency; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenContrast; + #endif + #ifdef _ENABLEMETAL_ON + float _MetalFade; + float _MetalContrast; + float _MetalHighlightContrast; + float _MetalHighlightDensity; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + float _CamouflageFade; + float _CamouflageContrast; + float _CamouflageSmoothnessB; + float _CamouflageDensityB; + float _CamouflageSmoothnessA; + float _CamouflageDensityA; + #endif + #ifdef _ENABLEGLITCH_ON + float _GlitchHueSpeed; + float _GlitchBrightness; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float _HologramMinAlpha; + float _HologramLineGap; + #endif + #ifdef _ENABLESINEGLOW_ON + float _SineGlowFade; + float _SineGlowContrast; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueFade; + float _AddHueContrast; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float _ColorReplaceFade; + float _ColorReplaceRange; + float _ColorReplaceSmoothness; + float _ColorReplaceContrast; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLERECOLORRGB_ON + float _RecolorRGBFade; + #endif + #ifdef _ENABLEFLAME_ON + float _FlameBrightness; + float _FlameSmooth; + float _FlameRadius; + float _FlameNoiseFactor; + float _FlameNoiseHeightFactor; + #endif + #ifdef _ENABLECHECKERBOARD_ON + float _CheckerboardTiling; + float _CheckerboardDarken; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float _CustomFadeAlpha; + float _CustomFadeSmoothness; + #endif + #ifdef _ENABLENEGATIVE_ON + float _NegativeFade; + #endif + #ifdef _ENABLEFROZEN_ON + float _FrozenSnowDensity; + #endif + #ifdef _ENABLECONTRAST_ON + float _Contrast; + #endif + #ifdef _ENABLEHUE_ON + float _Hue; + #endif + #ifdef _ENABLEADDHUE_ON + float _AddHueBrightness; + float _AddHueSaturation; + float _AddHueSpeed; + #endif + #ifdef _ENABLESHIFTHUE_ON + float _ShiftHueSpeed; + #endif + #ifdef _ENABLEINKSPREAD_ON + float _InkSpreadWidth; + float _InkSpreadNoiseFactor; + float _InkSpreadDistance; + float _InkSpreadFade; + #endif + float _InkSpreadContrast; + float _BlackTintFade; + #ifdef _ENABLEBLACKTINT_ON + float _BlackTintPower; + #endif + float _SplitToningFade; + float _SplitToningContrast; + float _SplitToningBalance; + float _SplitToningShift; + float _Brightness; + float _ShadowClip; + #ifdef ASE_TRANSMISSION + float _TransmissionShadow; + #endif + #ifdef ASE_TRANSLUCENCY + float _TransStrength; + float _TransNormal; + float _TransScattering; + float _TransDirect; + float _TransAmbient; + float _TransShadow; + #endif + #ifdef ASE_TESSELLATION + float _TessPhongStrength; + float _TessValue; + float _TessMin; + float _TessMax; + float _TessEdgeLength; + float _TessMaxDisp; + #endif + + + #ifdef SCENEPICKINGPASS + float4 _SelectionID; + #endif + + #ifdef SCENESELECTIONPASS + int _ObjectId; + int _PassValue; + #endif + + sampler2D _MainTex; + #ifdef _TOGGLEUNSCALEDTIME_ON + float UnscaledTime; + #endif + #ifdef _SHADERFADING_MASK + sampler2D _FadingMask; + #endif + sampler2D _UberNoiseTexture; + #ifdef _ENABLEWIND_ON + float WindMinIntensity; + float WindMaxIntensity; + float WindNoiseScale; + float WindTime; + #endif + #ifdef _ENABLEUVDISTORT_ON + sampler2D _UVDistortMask; + #endif + #ifdef _ENABLECUSTOMFADE_ON + sampler2D _CustomFadeFadeMask; + #endif + #ifdef _ENABLERECOLORRGB_ON + sampler2D _RecolorRGBTexture; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + sampler2D _RecolorRGBYCPTexture; + #endif + #ifdef _ENABLEADDHUE_ON + sampler2D _AddHueMask; + #endif + #ifdef _ENABLESINEGLOW_ON + sampler2D _SineGlowMask; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + sampler2D _InnerOutlineTintTexture; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + sampler2D _OuterOutlineTintTexture; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + sampler2D _PixelOutlineTintTexture; + #endif + #ifdef _ENABLEMETAL_ON + sampler2D _MetalMask; + #endif + #ifdef _ENABLESHINE_ON + sampler2D _ShineMask; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + sampler2D _TextureLayer1Texture; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + sampler2D _TextureLayer2Texture; + #endif + #ifdef _ENABLEADDCOLOR_ON + sampler2D _AddColorMask; + #endif + #ifdef _ENABLESTRONGTINT_ON + sampler2D _StrongTintMask; + #endif + + + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11671( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11673( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11682( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11683( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11679( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11766( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11768( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11772( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11800( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11784( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11811( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11857( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11841( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11842( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11834( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11828( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11860( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11865( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11863( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11890( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11892( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11888( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11884( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11886( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + PackedVaryings VertexFunction( Attributes input ) + { + PackedVaryings output = (PackedVaryings)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11908 = fixedUV475; + float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11910 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + float temp_output_8_0_g11910 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); + #else + float2 staticSwitch4_g11910 = temp_output_2_0_g11910; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11911 = temp_output_8_0_g11910; + float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); + float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); + #else + float2 staticSwitch6_g11910 = staticSwitch4_g11910; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11910 = staticSwitch6_g11910; + #endif + float2 temp_output_424_0 = staticSwitch10_g11910; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + output.ase_texcoord3 = screenPos; + output.ase_texcoord4.xyz = ase_positionWS; + + output.ase_texcoord2.xy = input.ase_texcoord.xy; + output.ase_texcoord5 = input.positionOS; + output.ase_color = input.ase_color; + + //setting value to unused interpolator channels and avoid initialization warnings + output.ase_texcoord2.zw = 0; + output.ase_texcoord4.w = 0; + + #ifdef ASE_ABSOLUTE_VERTEX_POS + float3 defaultVertexValue = input.positionOS.xyz; + #else + float3 defaultVertexValue = float3(0, 0, 0); + #endif + + float3 vertexValue = float3( staticSwitch142 , 0.0 ); + + #ifdef ASE_ABSOLUTE_VERTEX_POS + input.positionOS.xyz = vertexValue; + #else + input.positionOS.xyz += vertexValue; + #endif + + VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); + + #if defined(APLICATION_SPACE_WARP_MOTION) + // We do not need jittered position in ASW + output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));; + output.positionCS = output.positionCSNoJitter; + #else + // Jittered. Match the frame. + output.positionCS = vertexInput.positionCS; + output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS)); + #endif + + float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; + + #if _ADD_PRECOMPUTED_VELOCITY + prevPos = prevPos - float4(input.alembicMotionVector, 0); + #endif + + output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); + // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher + //ApplyMotionVectorZBias( output.positionCS ); + return output; + } + + PackedVaryings vert ( Attributes input ) + { + return VertexFunction( input ); + } + + half4 frag( PackedVaryings input ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); + + float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = input.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = input.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11668 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11668 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11668 = spriteRectMax377; + float2 break9_g11668 = float2( 0,0 ); + float2 break8_g11668 = float2( 1,1 ); + float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) ))); + float2 staticSwitch366 = appendResult15_g11668; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11670 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11671 = _WindMinIntensity; + #else + float staticSwitch117_g11671 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11671 = _WindMaxIntensity; + #else + float staticSwitch118_g11671 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11671 = _WindXPosition; + #else + float staticSwitch111_g11671 = transform62_g11671.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11671 = _WindNoiseScale; + #else + float staticSwitch113_g11671 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11667 = _TimeValue; + #else + float staticSwitch44_g11667 = _TimeParameters.x; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11667 = UnscaledTime; + #else + float staticSwitch34_g11667 = staticSwitch44_g11667; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); + #else + float staticSwitch37_g11667 = staticSwitch34_g11667; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11667 = staticSwitch37_g11667; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11667 = staticSwitch38_g11667; + #endif + float shaderTime237 = staticSwitch42_g11667; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11671 = WindTime; + #endif + float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); + float x101_g11671 = temp_output_50_0_g11671; + float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); + float2 temp_cast_0 = (temp_output_50_0_g11671).xx; + float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11671 = simplePerlin2D121_g11671; + #else + float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); + #endif + float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); + float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; + float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); + float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); + float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); + float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; + #else + float2 staticSwitch4_g11670 = temp_output_3_0_g11670; + #endif + float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11669 = staticSwitch437; + float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); + float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11669 = temp_output_61_0_g11669; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11669 = (input.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11669 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11669 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11669; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11672 = shaderPosition235; + float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11670; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11675 = shaderPosition235; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); + float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11675 = rotatedValue136_g11675; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11680 = unity_OrthoParams.y; + float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); + float2 temp_cast_4 = (temp_output_8_0_g11680).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); + float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11680).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); + float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11678 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11678; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); + float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11725 = shaderPosition235; + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11723; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11725; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) ))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_471_0 = staticSwitch12_g11744; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11763 = temp_output_471_0; + float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a)); + float4 staticSwitch354 = appendResult8_g11763; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11764 = originalColor191; + float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; + float2 temp_output_7_0_g11764 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); + float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); + float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); + float4 staticSwitch2_g11764 = appendResult31_g11765; + #else + float4 staticSwitch2_g11764 = temp_output_1_0_g11764; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11767 = staticSwitch2_g11764; + float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; + float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); + float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); + float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11764 = appendResult13_g11767; + #else + float4 staticSwitch3_g11764 = staticSwitch2_g11764; + #endif + float4 temp_output_1_0_g11769 = staticSwitch3_g11764; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; + float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); + float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); + float4 staticSwitch2_g11769 = appendResult42_g11770; + #else + float4 staticSwitch2_g11769 = temp_output_1_0_g11769; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11771 = finalUV146; + float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); + float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); + float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); + float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); + float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); + #else + float4 staticSwitch6_g11769 = staticSwitch2_g11769; + #endif + float4 temp_output_3_0_g11773 = staticSwitch6_g11769; + float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; + float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); + float2 temp_output_1_0_g11773 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch81_g11805 = appendResult91_g11805; + #endif + float3 break82_g11805 = (staticSwitch81_g11805).xyz; + float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); + float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); + float4 break2_g11806 = temp_output_1_0_g11805; + float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); + float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); + float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); + float4 staticSwitch43_g11773 = appendResult30_g11805; + #else + float4 staticSwitch43_g11773 = temp_output_3_0_g11773; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11803 = staticSwitch43_g11773; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); + #else + float4 staticSwitch62_g11803 = temp_output_1_0_g11803; + #endif + float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); + float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.8333333 ) + ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.6666667 ) + ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11803 = ifLocalVar46_g11803; + float4 ifLocalVar47_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.3333333 ) + ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11803 = 0; + if( temp_output_43_0_g11803 <= 0.1666667 ) + ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11803 = ifLocalVar47_g11803; + float4 ifLocalVar35_g11803 = 0; + if( temp_output_43_0_g11803 >= 0.5 ) + ifLocalVar35_g11803 = ifLocalVar44_g11803; + else + ifLocalVar35_g11803 = ifLocalVar45_g11803; + float4 break55_g11803 = ifLocalVar35_g11803; + float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); + float4 break2_g11804 = temp_output_1_0_g11803; + float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); + float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); + float4 staticSwitch9_g11773 = appendResult30_g11803; + #else + float4 staticSwitch9_g11773 = staticSwitch43_g11773; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11777 = staticSwitch9_g11773; + float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; + float3 In115_g11777 = temp_output_2_0_g11777; + float3 From115_g11777 = (_ColorReplaceFromColor).rgb; + float4 break2_g11778 = temp_output_1_0_g11777; + float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11777 = _ColorReplaceSmoothness; + float Range115_g11777 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); + float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); + float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); + float4 staticSwitch29_g11773 = appendResult4_g11777; + #else + float4 staticSwitch29_g11773 = staticSwitch9_g11773; + #endif + float4 temp_output_1_0_g11790 = staticSwitch29_g11773; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; + float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); + float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); + float4 staticSwitch4_g11790 = appendResult8_g11790; + #else + float4 staticSwitch4_g11790 = temp_output_1_0_g11790; + #endif + float4 temp_output_57_0_g11773 = staticSwitch4_g11790; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); + float4 staticSwitch32_g11773 = appendResult4_g11813; + #else + float4 staticSwitch32_g11773 = temp_output_57_0_g11773; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11788 = staticSwitch32_g11773; + float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); + float4 staticSwitch33_g11773 = appendResult6_g11788; + #else + float4 staticSwitch33_g11773 = staticSwitch32_g11773; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11789 = staticSwitch33_g11773; + float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); + float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); + float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); + float4 staticSwitch36_g11773 = appendResult8_g11789; + #else + float4 staticSwitch36_g11773 = staticSwitch33_g11773; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11807 = staticSwitch36_g11773; + float4 break2_g11808 = temp_output_1_0_g11807; + float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); + float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); + float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); + float4 staticSwitch30_g11773 = appendResult18_g11807; + #else + float4 staticSwitch30_g11773 = staticSwitch36_g11773; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11785 = staticSwitch30_g11773; + float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; + float4 break12_g11785 = temp_output_1_0_g11785; + float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); + float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); + float4 staticSwitch20_g11773 = appendResult11_g11785; + #else + float4 staticSwitch20_g11773 = staticSwitch30_g11773; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11799 = staticSwitch20_g11773; + float4 break2_g11801 = temp_output_1_0_g11799; + float2 temp_output_65_0_g11799 = shaderPosition235; + float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); + float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); + float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); + float4 staticSwitch17_g11773 = appendResult9_g11799; + #else + float4 staticSwitch17_g11773 = staticSwitch20_g11773; + #endif + float temp_output_39_0_g11773 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11791 = staticSwitch17_g11773; + float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); + float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); + float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); + float4 staticSwitch19_g11773 = appendResult6_g11791; + #else + float4 staticSwitch19_g11773 = staticSwitch17_g11773; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11795 = staticSwitch19_g11773; + float4 break2_g11797 = temp_output_1_0_g11795; + float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); + #else + float staticSwitch33_g11795 = _AddHueFade; + #endif + float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); + float4 staticSwitch23_g11773 = appendResult6_g11795; + #else + float4 staticSwitch23_g11773 = staticSwitch19_g11773; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11792 = staticSwitch23_g11773; + float4 break2_g11793 = temp_output_1_0_g11792; + float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); + #else + float3 staticSwitch27_g11792 = temp_output_13_0_g11792; + #endif + float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); + float4 staticSwitch28_g11773 = appendResult21_g11792; + #else + float4 staticSwitch28_g11773 = staticSwitch23_g11773; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11780 = staticSwitch28_g11773; + float4 break2_g11781 = temp_output_1_0_g11780; + float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; + float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); + float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch38_g11773 = appendResult8_g11780; + #else + float4 staticSwitch38_g11773 = staticSwitch28_g11773; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11782 = staticSwitch38_g11773; + float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; + float temp_output_179_0_g11782 = temp_output_39_0_g11773; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); + #else + float3 staticSwitch187_g11782 = temp_output_82_0_g11782; + #endif + float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11782 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); + float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); + float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); + float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); + #else + float staticSwitch188_g11782 = temp_output_15_0_g11782.a; + #endif + float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); + float4 staticSwitch12_g11773 = appendResult177_g11782; + #else + float4 staticSwitch12_g11773 = staticSwitch38_g11773; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11810 = staticSwitch12_g11773; + float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; + float temp_output_186_0_g11810 = temp_output_39_0_g11773; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); + #else + float3 staticSwitch199_g11810 = temp_output_82_0_g11810; + #endif + float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11810 = 1.0; + #else + float staticSwitch203_g11810 = temp_output_182_0_g11810; + #endif + float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); + float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); + float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11810 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); + float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); + float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); + #else + float staticSwitch200_g11810 = lerpResult168_g11810; + #endif + float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); + float4 staticSwitch13_g11773 = appendResult174_g11810; + #else + float4 staticSwitch13_g11773 = staticSwitch12_g11773; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11787 = staticSwitch13_g11773; + float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); + #else + float3 staticSwitch199_g11787 = temp_output_82_0_g11787; + #endif + float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11787 = 1.0; + #else + float staticSwitch203_g11787 = temp_output_182_0_g11787; + #endif + float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); + float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); + float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); + float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); + #else + float staticSwitch200_g11787 = lerpResult168_g11787; + #endif + float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); + float4 staticSwitch48_g11773 = appendResult174_g11787; + #else + float4 staticSwitch48_g11773 = staticSwitch13_g11773; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11774 = staticSwitch48_g11773; + float4 break2_g11775 = temp_output_5_0_g11774; + float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); + float4 staticSwitch46_g11773 = appendResult12_g11774; + #else + float4 staticSwitch46_g11773 = staticSwitch48_g11773; + #endif + float4 temp_output_361_0 = staticSwitch46_g11773; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11815 = temp_output_361_0; + float4 break2_g11816 = temp_output_1_0_g11815; + float temp_output_44_0_g11815 = unity_OrthoParams.y; + float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); + float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11815; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11818 = staticSwitch56; + float4 break2_g11820 = temp_output_1_0_g11818; + float temp_output_34_0_g11818 = shaderTime237; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); + float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); + float4 staticSwitch57 = appendResult27_g11818; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11822 = staticSwitch57; + float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; + float2 temp_output_41_0_g11822 = shaderPosition235; + float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; + float temp_output_40_0_g11822 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); + #else + float2 staticSwitch101_g11852 = temp_output_99_0_g11852; + #endif + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); + float4 break2_g11855 = temp_output_1_0_g11852; + float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); + float4 staticSwitch26_g11822 = appendResult7_g11852; + #else + float4 staticSwitch26_g11822 = temp_output_3_0_g11822; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11845 = staticSwitch26_g11822; + float temp_output_59_0_g11845 = temp_output_40_0_g11822; + float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + float4 break2_g11847 = temp_output_1_0_g11845; + float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); + float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); + #else + float staticSwitch60_g11845 = _MetalFade; + #endif + float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); + float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); + float4 staticSwitch28_g11822 = appendResult8_g11845; + #else + float4 staticSwitch28_g11822 = staticSwitch26_g11822; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11837 = staticSwitch28_g11822; + float4 break2_g11838 = temp_output_1_0_g11837; + float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float temp_output_73_0_g11837 = temp_output_40_0_g11822; + float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); + float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); + float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); + float4 staticSwitch29_g11822 = appendResult26_g11837; + #else + float4 staticSwitch29_g11822 = staticSwitch28_g11822; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11831 = staticSwitch29_g11822; + float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; + float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); + float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; + float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); + float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); + float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); + float4 staticSwitch32_g11822 = appendResult43_g11831; + #else + float4 staticSwitch32_g11822 = staticSwitch29_g11822; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; + float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); + float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); + float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11827 = staticSwitch32_g11822; + float4 break2_g11829 = temp_output_1_0_g11827; + float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); + float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); + float4 staticSwitch34_g11822 = appendResult29_g11827; + #else + float4 staticSwitch34_g11822 = staticSwitch32_g11822; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11823 = staticSwitch34_g11822; + float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; + float4 break2_g11825 = temp_output_1_0_g11823; + float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; + float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); + float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); + #else + float staticSwitch98_g11823 = _ShineFade; + #endif + float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); + float4 staticSwitch36_g11822 = appendResult8_g11823; + #else + float4 staticSwitch36_g11822 = staticSwitch34_g11822; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11858 = temp_output_40_0_g11822; + float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); + float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11858 = staticSwitch36_g11822; + float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; + float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); + float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); + float4 staticSwitch39_g11822 = appendResult27_g11858; + #else + float4 staticSwitch39_g11822 = staticSwitch36_g11822; + #endif + float4 temp_output_10_0_g11862 = staticSwitch39_g11822; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; + float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; + float temp_output_1_0_g11862 = temp_output_40_0_g11822; + float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); + float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); + float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); + float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); + float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); + float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); + float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11862 = hsvTorgb53_g11862; + #else + float3 staticSwitch50_g11862 = lerpResult42_g11862; + #endif + float4 break2_g11864 = temp_output_10_0_g11862; + float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11862 = lerpResult44_g11862; + #else + float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); + #endif + float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); + float4 staticSwitch11_g11862 = appendResult19_g11862; + #else + float4 staticSwitch11_g11862 = temp_output_10_0_g11862; + #endif + float4 temp_output_1_0_g11867 = staticSwitch11_g11862; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11867 = temp_output_1_0_g11867; + float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); + float4 break2_g11868 = temp_output_1_0_g11867; + float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); + float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11867 = hsvTorgb12_g11867; + #else + float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); + float4 staticSwitch33_g11867 = appendResult6_g11867; + #else + float4 staticSwitch33_g11867 = temp_output_1_0_g11867; + #endif + float4 temp_output_5_0_g11874 = staticSwitch33_g11867; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11874 = temp_output_5_0_g11874; + float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); + float temp_output_27_0_g11874 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); + #else + float2 staticSwitch73_g11874 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11875 = _TextureLayer1Columns; + int Height10_g11875 = _TextureLayer1Rows; + float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11875 = float2( 0,1 ); + float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; + #else + float2 staticSwitch20_g11874 = temp_output_72_0_g11874; + #endif + float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); + float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); + float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); + float4 break2_g11876 = temp_output_5_0_g11874; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); + #else + float3 staticSwitch80_g11874 = temp_output_16_0_g11874; + #endif + float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); + float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); + float4 staticSwitch15_g11874 = appendResult14_g11874; + #else + float4 staticSwitch15_g11874 = temp_output_5_0_g11874; + #endif + float4 temp_output_5_0_g11870 = staticSwitch15_g11874; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11870 = temp_output_5_0_g11870; + float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); + float temp_output_27_0_g11870 = temp_output_40_0_g11822; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); + #else + float2 staticSwitch73_g11870 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11871 = _TextureLayer2Columns; + int Height10_g11871 = _TextureLayer2Rows; + float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11871 = float2( 0,1 ); + float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; + #else + float2 staticSwitch20_g11870 = temp_output_72_0_g11870; + #endif + float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); + float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); + float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); + float4 break2_g11872 = temp_output_5_0_g11870; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); + #else + float3 staticSwitch84_g11870 = temp_output_16_0_g11870; + #endif + float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); + float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); + float4 staticSwitch15_g11870 = appendResult14_g11870; + #else + float4 staticSwitch15_g11870 = temp_output_5_0_g11870; + #endif + float4 temp_output_473_0 = staticSwitch15_g11870; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11878 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11878; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11879 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); + float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11879; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11880 = staticSwitch75; + float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11880 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); + float4 staticSwitch3_g11880 = appendResult3_g11881; + #else + float4 staticSwitch3_g11880 = temp_output_1_0_g11880; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); + float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; + float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); + float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11889 = staticSwitch3_g11880; + float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); + float4 staticSwitch5_g11880 = appendResult3_g11889; + #else + float4 staticSwitch5_g11880 = staticSwitch3_g11880; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11891 = staticSwitch5_g11880; + float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; + float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); + float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); + float4 staticSwitch8_g11880 = appendResult3_g11891; + #else + float4 staticSwitch8_g11880 = staticSwitch5_g11880; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; + float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); + float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11887 = staticSwitch8_g11880; + float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); + float4 staticSwitch9_g11880 = appendResult3_g11887; + #else + float4 staticSwitch9_g11880 = staticSwitch8_g11880; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11883 = staticSwitch9_g11880; + float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; + float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11883 = rotatedValue136_g11883; + float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); + float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); + float4 staticSwitch11_g11880 = appendResult3_g11883; + #else + float4 staticSwitch11_g11880 = staticSwitch9_g11880; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; + float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); + float3 break130_g11885 = rotatedValue136_g11885; + float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); + float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); + float4 temp_output_1_0_g11885 = staticSwitch11_g11880; + float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); + float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); + float4 staticSwitch15_g11880 = appendResult3_g11885; + #else + float4 staticSwitch15_g11880 = staticSwitch11_g11880; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11893 = staticSwitch15_g11880; + float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; + float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); + float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); + float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); + float4 staticSwitch13_g11880 = appendResult3_g11893; + #else + float4 staticSwitch13_g11880 = staticSwitch15_g11880; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; + float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); + #else + float3 staticSwitch16_g11896 = temp_output_3_0_g11896; + #endif + float4 temp_output_1_0_g11896 = staticSwitch13_g11880; + float4 break2_g11898 = temp_output_1_0_g11896; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11896 = staticSwitch16_g11896; + #endif + float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); + float4 staticSwitch5_g11895 = appendResult6_g11896; + #else + float4 staticSwitch5_g11895 = staticSwitch13_g11880; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11899 = staticSwitch5_g11895; + float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); + float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); + float4 staticSwitch11_g11895 = appendResult13_g11899; + #else + float4 staticSwitch11_g11895 = staticSwitch5_g11895; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11900 = staticSwitch11_g11895; + float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); + #else + float3 staticSwitch21_g11900 = temp_output_6_0_g11900; + #endif + float4 break2_g11902 = temp_output_1_0_g11900; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); + #else + float3 staticSwitch22_g11900 = staticSwitch21_g11900; + #endif + float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); + float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); + float4 staticSwitch7_g11895 = appendResult9_g11900; + #else + float4 staticSwitch7_g11895 = staticSwitch11_g11895; + #endif + float4 temp_output_2_0_g11903 = staticSwitch7_g11895; + #ifdef _ENABLESHADOW_ON + float4 break4_g11905 = temp_output_2_0_g11903; + float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); + float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11905 = appendResult85_g11903; + float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); + float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); + float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); + float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); + float4 staticSwitch82_g11903 = appendResult18_g11905; + #else + float4 staticSwitch82_g11903 = temp_output_2_0_g11903; + #endif + float4 break4_g11906 = staticSwitch82_g11903; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11764 = 1.0; + #else + float staticSwitch8_g11764 = input.ase_color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11764 = 1.0; + #else + float staticSwitch9_g11764 = staticSwitch8_g11764; + #endif + float customVertexAlpha193 = staticSwitch9_g11764; + float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11906; + float4 temp_output_1_0_g11907 = temp_output_344_0; + float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11907; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11914 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); + float4 staticSwitch6_g11914 = appendResult2_g11914; + #else + float4 staticSwitch6_g11914 = temp_output_7_0_g11914; + #endif + float4 temp_output_340_0 = staticSwitch6_g11914; + + + float Alpha = temp_output_340_0.a; + float AlphaClipThreshold = _AlphaClip; + + #ifdef _ALPHATEST_ON + clip(Alpha - AlphaClipThreshold); + #endif + + #if defined(LOD_FADE_CROSSFADE) + LODFadeCrossFade( input.positionCS ); + #endif + + #if defined(APLICATION_SPACE_WARP_MOTION) + return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); + #else + return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); + #endif + } + ENDHLSL + } + + } + + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + FallBack "Hidden/Shader Graph/FallbackError" + + Fallback Off +} +/*ASEBEGIN +Version=19903 +Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 +Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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_StrongTintMask: {instanceID: 0} + - _AddColorMask: {instanceID: 0} + - _RecolorRGBTexture: {instanceID: 0} + - _RecolorRGBYCPTexture: {instanceID: 0} + - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _AddHueMask: {instanceID: 0} + - _SineGlowMask: {instanceID: 0} + - _MetalMask: {instanceID: 0} + - _ShineMask: {instanceID: 0} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _UVDistortMask: {instanceID: 0} + - _CustomFadeFadeMask: {instanceID: 0} + - _texcoord: {instanceID: 0} + - unity_Lightmaps: {instanceID: 0} + - unity_LightmapsInd: {instanceID: 0} + - unity_ShadowMasks: {instanceID: 0} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader new file mode 100644 index 00000000..e49f3320 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader @@ -0,0 +1,3790 @@ +// Made with Amplify Shader Editor v1.9.8.1 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/Additive GUI SSU" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + [Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0 + [Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0 + _TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45 + _TMPSmoothness("TMP: Smoothness", Float) = 5 + [HideInInspector]_UIVertexColorAlwaysGammaSpace("UIVertexColorAlwaysGammaSpace", Int) = 0 + [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 + [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 + [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 + [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 + _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) + [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 + [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 + [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 + _PixelsPerUnit("Pixels Per Unit", Float) = 100 + _ScreenWidthUnits("Screen Width Units", Float) = 10 + _RectWidth("Rect Width", Float) = 100 + _RectHeight("Rect Height", Float) = 100 + [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 + _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 + _FadingPosition("Fading: Position", Vector) = (0,0,0,0) + _FadingWidth("Fading: Width", Float) = 0.3 + _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 + _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) + _FadingMask("Fading: Mask", 2D) = "white" {} + [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 + [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 + _TimeValue("Time: Value", Float) = 0 + [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 + _TimeSpeed("Time: Speed", Float) = 1 + [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 + _TimeFPS("Time: FPS", Float) = 5 + [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 + _TimeFrequency("Time: Frequency", Float) = 2 + _TimeRange("Time: Range", Float) = 0.5 + _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} + [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 + _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 + [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) + [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 + _StrongTintContrast("Strong Tint: Contrast", Float) = 0 + [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 + _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} + [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 + _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 + [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) + [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 + _AddColorContrast("Add Color: Contrast", Float) = 0.5 + [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 + _AddColorMask("Add Color: Mask", 2D) = "white" {} + [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 + _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) + _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 + [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 + _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 + _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) + _ShadowColor("Shadow: Color", Color) = (0,0,0,0) + [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 + _Brightness("Brightness", Float) = 1 + [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 + _Contrast("Contrast", Float) = 1 + [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 + _Saturation("Saturation", Float) = 1 + [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 + _Hue("Hue", Range( -1 , 1)) = 0 + [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 + _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 + _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} + [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 + _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 + _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} + [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 + _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) + _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 + [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 + _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) + _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 + _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} + _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 + _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) + _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 + [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 + _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) + _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 + _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} + _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 + _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) + _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 + _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 + [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 + _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} + _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 + _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 + _AddHueSpeed("Add Hue: Speed", Float) = 1 + _AddHueBrightness("Add Hue: Brightness", Float) = 2 + _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 + _AddHueContrast("Add Hue: Contrast", Float) = 0.5 + [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 + _AddHueMask("Add Hue: Mask", 2D) = "white" {} + [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 + _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) + [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) + _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 + _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 + [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 + _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 + [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 + _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 + [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) + _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 + _InkSpreadDistance("Ink Spread: Distance", Float) = 3 + _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) + _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 + _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) + _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 + [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 + _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) + _BlackTintPower("Black Tint: Power", Float) = 4 + [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 + _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) + _SineGlowContrast("Sine Glow: Contrast", Float) = 1 + _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 + _SineGlowMin("Sine Glow: Min", Float) = 0 + _SineGlowMax("Sine Glow: Max", Float) = 1 + [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 + _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} + [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 + _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 + [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) + [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) + _SplitToningContrast("Split Toning: Contrast", Float) = 1 + _SplitToningBalance("Split Toning: Balance", Float) = 1 + _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 + [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 + _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 + _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) + [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) + _ColorReplaceRange("Color Replace: Range", Float) = 0.05 + _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 + _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 + [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 + _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 + [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 + _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 + [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) + _HologramContrast("Hologram: Contrast", Float) = 1 + _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 + _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 + _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 + _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 + _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 + _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 + _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 + _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 + [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 + _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 + _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 + _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) + _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) + _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 + _GlitchBrightness("Glitch: Brightness", Float) = 4 + _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) + _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) + _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) + _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) + _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) + [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 + _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 + [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) + _FrozenContrast("Frozen: Contrast", Float) = 2 + [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) + _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 + _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 + _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) + [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) + _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 + _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 + _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) + _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) + _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) + _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 + _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 + _RainbowBrightness("Rainbow: Brightness", Float) = 2 + _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 + _RainbowContrast("Rainbow: Contrast", Float) = 1 + _RainbowSpeed("Rainbow: Speed", Float) = 1 + _RainbowDensity("Rainbow: Density", Float) = 0.5 + _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) + _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) + _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 + [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 + _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 + _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) + _CamouflageContrast("Camouflage: Contrast", Float) = 1 + _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) + _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) + _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) + _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) + [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 + _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 + _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 + [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) + _MetalContrast("Metal: Contrast", Float) = 2 + [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) + _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 + _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 + _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) + _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) + _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) + _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) + [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 + [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} + [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 + _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 + [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) + _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 + _ShineContrast("Shine: Contrast", Float) = 2 + _ShineWidth("Shine: Width", Float) = 0.1 + _ShineSpeed("Shine: Speed", Float) = 5 + _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 + _ShineSmooth("Shine: Smoothness", Float) = 1 + _ShineFrequency("Shine: Frequency", Float) = 0.3 + [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 + [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} + [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 + _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 + _BurnPosition("Burn: Position", Vector) = (0,5,0,0) + _BurnRadius("Burn: Radius", Float) = 5 + [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) + _BurnWidth("Burn: Width", Float) = 0.1 + _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) + _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 + [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) + _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 + [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) + _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 + _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) + _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 + _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 + _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 + [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) + _PoisonDensity("Poison: Density", Float) = 3 + _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 + _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 + _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 + _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) + _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) + [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 + _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 + _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) + _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) + _EnchantedBrightness("Enchanted: Brightness", Float) = 1 + _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 + _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 + [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 + _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 + _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 + _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 + [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) + [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) + [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 + [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 + _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 + _ShiftingSpeed("Shifting: Speed", Float) = 0.5 + _ShiftingDensity("Shifting: Density", Float) = 1.5 + _ShiftingBrightness("Shifting: Brightness", Float) = 1 + _ShiftingContrast("Shifting: Contrast", Float) = 0.5 + [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 + _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 + [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) + [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) + [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 + _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 + _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} + [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) + _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 + _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 + _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 + _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 + _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 + _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 + _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 + _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 + _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 + _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} + [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) + _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 + _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 + _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 + _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 + _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 + _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 + _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 + _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 + _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 + _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 + _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 + [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 + _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 + _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) + _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 + _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 + [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 + _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 + _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) + _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 + [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 + [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 + _HalftoneFade("Halftone: Fade", Float) = 1 + _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) + _HalftoneTiling("Halftone: Tiling", Float) = 4 + _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 + [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 + _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 + _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 + _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 + _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) + _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 + _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 + _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 + [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) + _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 + _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 + _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 + _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 + _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 + _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 + _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) + _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 + _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) + [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 + [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 + _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 + _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) + _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 + _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 + _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 + _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 + [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 + _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 + _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) + _SqueezePower("Squeeze: Power", Float) = 1 + _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 + _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 + _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) + _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) + _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) + _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 + [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} + [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 + _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) + [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 + _UVRotateSpeed("UV Rotate: Speed", Float) = 1 + _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 + _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 + _SineRotateAngle("Sine Rotate: Angle", Float) = 15 + _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 + _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 + _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 + _WiggleSpeed("Wiggle: Speed", Float) = 2 + _WiggleFrequency("Wiggle: Frequency", Float) = 2 + _WiggleOffset("Wiggle: Offset", Float) = 0.02 + [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 + [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 + _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) + _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 + _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 + _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) + _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) + [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 + _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 + _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 + _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 + _VibrateOffset("Vibrate: Offset", Float) = 0.04 + _VibrateFrequency("Vibrate: Frequency", Float) = 100 + _VibrateRotation("Vibrate: Rotation", Float) = 4 + [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 + _WindRotation("Wind: Rotation", Float) = 0 + _WindMaxRotation("Wind: Max Rotation", Float) = 2 + _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 + _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 + _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 + [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 + _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 + _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 + _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 + _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 + [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 + [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 + _WindXPosition("Wind: X Position", Float) = 0 + _WindFlip("Wind: Flip", Float) = 0 + [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 + _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 + _SquishStretch("Squish: Stretch", Float) = 0.1 + _SquishSquish("Squish: Squish", Float) = 0.1 + _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 + [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 + _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 + _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 + [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 + _FlameBrightness("Flame: Brightness", Float) = 10 + _FlameSmooth("Flame: Smooth", Float) = 2 + _FlameRadius("Flame: Radius", Float) = 0.2 + _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) + _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 + _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 + _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) + [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 + _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 + _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 + [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 + _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 + _SharpenFactor("Sharpen: Factor", Float) = 4 + _SharpenOffset("Sharpen: Offset", Float) = 2 + [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 + [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 + _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 + _SmokeSmoothness("Smoke: Smoothness", Float) = 1 + _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 + _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 + _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 + [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 + [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 + _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} + _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 + _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) + _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 + _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 + [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 + _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) + _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) + _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 + [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 + _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) + _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) + _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + } + + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Stencil + { + Ref [_Stencil] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + CompFront [_StencilComp] + PassFront [_StencilOp] + FailFront Keep + ZFailFront Keep + CompBack Always + PassBack Keep + FailBack Keep + ZFailBack Keep + } + + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha One, One OneMinusSrcAlpha + ColorMask [_ColorMask] + + + Pass + { + Name "Default" + CGPROGRAM + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile_local _ UNITY_UI_CLIP_RECT + #pragma multi_compile_local _ UNITY_UI_ALPHACLIP + + #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ISTEXTMESHPRO_ON + #pragma shader_feature _ISTEXT_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ISTEXTMESHPRO_ON + uniform float _TMPThickness; + uniform float _TMPSmoothness; + #endif + uniform int _UIVertexColorAlwaysGammaSpace; + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + uniform sampler2D _RecolorRGBYCPTexture; + #endif + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + #ifdef _ENABLERECOLORRGBYCP_ON + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11726( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11724( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11664( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11666( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11667( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11675( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11729( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11740( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float4 MyCustomExpression2_g13092( float4 InColor, int GammaSpace ) + { + if (GammaSpace) + { + if(!IsGammaSpace()) + { + InColor.rgb = UIGammaToLinear(InColor.rgb); + } + } + return InColor; + } + + float MyCustomExpression16_g13097( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13099( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13103( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g13108( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g13131( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13115( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13142( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13150( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13188( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13185( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13187( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13177( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13179( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13170( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13172( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13173( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13165( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13163( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13164( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13159( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13191( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13196( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13194( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g13206( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g13202( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g13213( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13221( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13223( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13219( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13215( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13217( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + + v2f vert(appdata_t v ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g13238 = fixedUV475; + float2 appendResult72_g13238 = (float2(( _SquishStretch * ( break77_g13238.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g13238.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g13238 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g13241 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + float temp_output_8_0_g13241 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g13241 = ( ( sin( ( temp_output_8_0_g13241 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g13241 ); + #else + float2 staticSwitch4_g13241 = temp_output_2_0_g13241; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g13242 = temp_output_8_0_g13241; + float3 rotatedValue21_g13242 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g13242 * _VibrateRotation ) ); + float2 staticSwitch6_g13241 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g13242 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g13242).xy ) + staticSwitch4_g13241 ); + #else + float2 staticSwitch6_g13241 = staticSwitch4_g13241; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g13241 = ( staticSwitch6_g13241 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g13241 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g13241 = staticSwitch6_g13241; + #endif + float2 temp_output_424_0 = staticSwitch10_g13241; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11725 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float clampResult14_g11725 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11725 ) ) - localMyCustomExpression16_g11726 ) / temp_output_4_0_g11725 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11723 = shaderPosition235; + float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11723 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11723 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11723 ) + ( localMyCustomExpression16_g11724 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11725; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11723; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + OUT.ase_texcoord3 = screenPos; + OUT.ase_texcoord4.xyz = ase_positionWS; + + OUT.ase_texcoord5 = v.vertex; + + //setting value to unused interpolator channels and avoid initialization warnings + OUT.ase_texcoord4.w = 0; + + v.vertex.xyz += float3( staticSwitch142 , 0.0 ); + + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + OUT.texcoord = v.texcoord; + OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN ) : SV_Target + { + //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) + //The incoming alpha could have numerical instability, which makes it very sensible to + //HDR color transparency blend, when it blends with the world's texture. + const half alphaPrecision = half(0xff); + const half invAlphaPrecision = half(1.0/alphaPrecision); + IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision; + + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11663 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11664 = _WindMinIntensity; + #else + float staticSwitch117_g11664 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11664 = _WindMaxIntensity; + #else + float staticSwitch118_g11664 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11664 = _WindXPosition; + #else + float staticSwitch111_g11664 = transform62_g11664.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11664 = _WindNoiseScale; + #else + float staticSwitch113_g11664 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11664 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11664 = WindTime; + #endif + float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 ); + float x101_g11664 = temp_output_50_0_g11664; + float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 ); + float2 temp_cast_0 = (temp_output_50_0_g11664).xx; + float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11664 = simplePerlin2D121_g11664; + #else + float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 ); + #endif + float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664); + float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11664 = temp_output_3_0_g11663; + float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip ); + float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 ))); + float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) ); + float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy; + #else + float2 staticSwitch4_g11663 = temp_output_3_0_g11663; + #endif + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11665 = shaderPosition235; + float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 ); + float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); + float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11663; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11668 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11668 = rotatedValue136_g11668; + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11673 = 0.5; + float temp_output_8_0_g11673 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11673 * 0.2 ) ) + ase_positionSSNorm.y ) / temp_output_81_0_g11673 ); + float2 temp_cast_4 = (temp_output_8_0_g11673).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11675 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11675 = MyCustomExpression16_g11675( linValue16_g11675 ); + float clampResult75_g11673 = clamp( localMyCustomExpression16_g11675 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11673).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11671 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11671; + float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11730 = staticSwitch62; + float2 temp_output_26_0_g11730 = shaderPosition235; + float temp_output_25_0_g11730 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); + float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); + float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); + #else + float staticSwitch29_g11737 = _UVDistortFade; + #endif + float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); + #else + float2 staticSwitch5_g11730 = temp_output_1_0_g11730; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11736 = staticSwitch5_g11730; + float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11730 = staticSwitch5_g11730; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; + #else + float2 staticSwitch9_g11730 = staticSwitch7_g11730; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; + #else + float2 staticSwitch16_g11730 = staticSwitch9_g11730; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); + #else + float2 staticSwitch14_g11730 = staticSwitch16_g11730; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11730 = clampResult46_g11732; + #else + float2 staticSwitch4_g11730 = staticSwitch14_g11730; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11730 = staticSwitch4_g11730; + #endif + float2 temp_output_1_0_g11741 = staticSwitch24_g11730; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); + #else + float staticSwitch18_g11741 = temp_output_7_0_g11741; + #endif + float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); + float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); + #else + float2 staticSwitch13_g11741 = temp_output_1_0_g11741; + #endif + float2 temp_output_484_0 = staticSwitch13_g11741; + float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11725 = max( _FadingWidth , 0.001 ); + float linValue16_g11726 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); + float clampResult14_g11725 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11725 ) ) - localMyCustomExpression16_g11726 ) / temp_output_4_0_g11725 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11723 = shaderPosition235; + float linValue16_g11724 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11723 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11723 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11723 ) + ( localMyCustomExpression16_g11724 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11725; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11723; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11742 = staticSwitch485; + float2 break11_g11742 = float2( 0,0 ); + float2 break10_g11742 = float2( 1,1 ); + float2 break9_g11742 = spriteRectMin376; + float2 break8_g11742 = spriteRectMax377; + float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11744 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11745 = _MainTex; + float4 textureTexelSize3_g11745 = _MainTex_TexelSize; + float2 uvs3_g11745 = temp_output_1_0_g11744; + float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); + float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; + #else + float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11756 = temp_output_10_0_g11746; + float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); + float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); + float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; + float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; + float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); + float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); + float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; + float temp_output_2_0_g11747 = temp_output_10_0_g11746; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11753 = temp_output_10_0_g11746; + float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); + float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); + float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; + float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); + float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); + float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; + float temp_output_2_0_g11750 = temp_output_10_0_g11746; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11744 = staticSwitch8_g11744; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; + float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); + float temp_output_2_0_g11760 = _SharpenOffset; + float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); + float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); + float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; + float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); + float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); + float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); + float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); + float4 staticSwitch12_g11744 = appendResult24_g11759; + #else + float4 staticSwitch12_g11744 = staticSwitch3_g11744; + #endif + float4 temp_output_1_0_g13093 = staticSwitch12_g11744; + #ifdef _ISTEXT_ON + float4 appendResult6_g13093 = (float4(1.0 , 1.0 , 1.0 , temp_output_1_0_g13093.a)); + float4 staticSwitch2_g13093 = appendResult6_g13093; + #else + float4 staticSwitch2_g13093 = temp_output_1_0_g13093; + #endif + #ifdef _ISTEXTMESHPRO_ON + float4 break8_g13093 = staticSwitch2_g13093; + float clampResult14_g13093 = clamp( ( ( break8_g13093.a + _TMPThickness ) * ( _TMPSmoothness / ( 1.0 + _TMPThickness ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g13093 = (float4(break8_g13093.r , break8_g13093.g , break8_g13093.b , clampResult14_g13093)); + float4 staticSwitch3_g13093 = appendResult13_g13093; + #else + float4 staticSwitch3_g13093 = staticSwitch2_g13093; + #endif + float4 temp_output_494_0 = staticSwitch3_g13093; + float4 temp_output_1_0_g13094 = temp_output_494_0; + float4 InColor2_g13092 = IN.color; + int GammaSpace2_g13092 = _UIVertexColorAlwaysGammaSpace; + float4 localMyCustomExpression2_g13092 = MyCustomExpression2_g13092( InColor2_g13092 , GammaSpace2_g13092 ); + float4 UIVertexColor501 = localMyCustomExpression2_g13092; + #ifdef _VERTEXTINTFIRST_ON + float4 appendResult8_g13094 = (float4(( (temp_output_1_0_g13094).rgb * (UIVertexColor501).rgb ) , temp_output_1_0_g13094.a)); + float4 staticSwitch354 = appendResult8_g13094; + #else + float4 staticSwitch354 = temp_output_494_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g13095 = originalColor191; + float4 temp_output_1_0_g13096 = temp_output_1_0_g13095; + float2 temp_output_7_0_g13095 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g13096 = temp_output_7_0_g13095; + float2 temp_cast_19 = (_SmokeNoiseScale).xx; + float linValue16_g13097 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g13096 ) * temp_cast_19 ) ).r; + float localMyCustomExpression16_g13097 = MyCustomExpression16_g13097( linValue16_g13097 ); + float clampResult28_g13096 = clamp( ( ( ( localMyCustomExpression16_g13097 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g13096 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g13096 = lerp( (temp_output_1_0_g13096).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g13096 ) * _SmokeDarkEdge )); + float4 appendResult31_g13096 = (float4(lerpResult34_g13096 , ( clampResult28_g13096 * _SmokeAlpha * temp_output_1_0_g13096.a ))); + float4 staticSwitch2_g13095 = appendResult31_g13096; + #else + float4 staticSwitch2_g13095 = temp_output_1_0_g13095; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g13098 = staticSwitch2_g13095; + float2 temp_output_57_0_g13098 = temp_output_7_0_g13095; + float4 tex2DNode3_g13098 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g13098 ); + float linValue16_g13099 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g13098 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g13099 = MyCustomExpression16_g13099( linValue16_g13099 ); + float clampResult37_g13098 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g13098.r + ( localMyCustomExpression16_g13099 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g13098 = (float4((temp_output_1_0_g13098).rgb , ( temp_output_1_0_g13098.a * pow( clampResult37_g13098 , ( _CustomFadeSmoothness / max( tex2DNode3_g13098.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g13095 = appendResult13_g13098; + #else + float4 staticSwitch3_g13095 = staticSwitch2_g13095; + #endif + float4 temp_output_1_0_g13100 = staticSwitch3_g13095; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g13101 = temp_output_1_0_g13100; + float2 appendResult4_g13101 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g13101 = ( appendResult4_g13101 * _CheckerboardTiling * 0.5 ); + float2 break12_g13101 = step( ( ceil( temp_output_44_0_g13101 ) - temp_output_44_0_g13101 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g13101 = (float4(( (temp_output_1_0_g13101).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g13101.x + break12_g13101.y ) ) ) , 1.0 ) ) , temp_output_1_0_g13101.a)); + float4 staticSwitch2_g13100 = appendResult42_g13101; + #else + float4 staticSwitch2_g13100 = temp_output_1_0_g13100; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g13102 = finalUV146; + float linValue16_g13103 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g13102 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g13103 = MyCustomExpression16_g13103( linValue16_g13103 ); + float saferPower57_g13102 = abs( max( ( temp_output_75_0_g13102.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g13102 = max( _FlameRadius , 0.01 ); + float clampResult70_g13102 = clamp( ( ( ( localMyCustomExpression16_g13103 * pow( saferPower57_g13102 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g13102 - distance( temp_output_75_0_g13102 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g13102 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g13102 = ( clampResult70_g13102 * _FlameBrightness ); + float4 appendResult31_g13102 = (float4(temp_output_63_0_g13102 , temp_output_63_0_g13102 , temp_output_63_0_g13102 , clampResult70_g13102)); + float4 staticSwitch6_g13100 = ( appendResult31_g13102 * staticSwitch2_g13100 ); + #else + float4 staticSwitch6_g13100 = staticSwitch2_g13100; + #endif + float4 temp_output_3_0_g13104 = staticSwitch6_g13100; + float4 temp_output_1_0_g13136 = temp_output_3_0_g13104; + float4 appendResult91_g13136 = (float4((temp_output_1_0_g13136).rgb , 1.0)); + float2 temp_output_1_0_g13104 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g13136 = tex2D( _RecolorRGBTexture, temp_output_1_0_g13104 ); + #else + float4 staticSwitch81_g13136 = appendResult91_g13136; + #endif + float3 break82_g13136 = (staticSwitch81_g13136).xyz; + float temp_output_84_0_g13136 = max( ( break82_g13136.x + break82_g13136.y + break82_g13136.z ) , 0.001 ); + float4 break71_g13136 = ( ( _RecolorRGBRedTint * ( break82_g13136.x / temp_output_84_0_g13136 ) ) + ( _RecolorRGBGreenTint * ( break82_g13136.y / temp_output_84_0_g13136 ) ) + ( ( break82_g13136.z / temp_output_84_0_g13136 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g13136 = (float3(break71_g13136.r , break71_g13136.g , break71_g13136.b)); + float4 break2_g13137 = temp_output_1_0_g13136; + float saferPower57_g13136 = abs( ( ( break2_g13137.x + break2_g13137.x + break2_g13137.y + break2_g13137.y + break2_g13137.y + break2_g13137.z ) / 6.0 ) ); + float3 lerpResult26_g13136 = lerp( (temp_output_1_0_g13136).rgb , ( appendResult56_g13136 * pow( saferPower57_g13136 , ( max( break71_g13136.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g13136.w * _RecolorRGBFade )); + float4 appendResult30_g13136 = (float4(lerpResult26_g13136 , temp_output_1_0_g13136.a)); + float4 staticSwitch43_g13104 = appendResult30_g13136; + #else + float4 staticSwitch43_g13104 = temp_output_3_0_g13104; + #endif + float4 temp_output_1_0_g13134 = staticSwitch43_g13104; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g13134 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g13104 ); + #else + float4 staticSwitch62_g13134 = temp_output_1_0_g13134; + #endif + float3 hsvTorgb33_g13134 = RGBToHSV( staticSwitch62_g13134.rgb ); + float temp_output_43_0_g13134 = ( ( hsvTorgb33_g13134.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g13134 = 0; + if( temp_output_43_0_g13134 >= 0.8333333 ) + ifLocalVar46_g13134 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g13134 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g13134 = 0; + if( temp_output_43_0_g13134 <= 0.6666667 ) + ifLocalVar44_g13134 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g13134 = ifLocalVar46_g13134; + float4 ifLocalVar47_g13134 = 0; + if( temp_output_43_0_g13134 <= 0.3333333 ) + ifLocalVar47_g13134 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g13134 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g13134 = 0; + if( temp_output_43_0_g13134 <= 0.1666667 ) + ifLocalVar45_g13134 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g13134 = ifLocalVar47_g13134; + float4 ifLocalVar35_g13134 = 0; + if( temp_output_43_0_g13134 >= 0.5 ) + ifLocalVar35_g13134 = ifLocalVar44_g13134; + else + ifLocalVar35_g13134 = ifLocalVar45_g13134; + #ifdef _ENABLERECOLORRGBYCP_ON + float4 break55_g13134 = ifLocalVar35_g13134; + float3 appendResult56_g13134 = (float3(break55_g13134.r , break55_g13134.g , break55_g13134.b)); + float4 break2_g13135 = temp_output_1_0_g13134; + float saferPower57_g13134 = abs( ( ( break2_g13135.x + break2_g13135.x + break2_g13135.y + break2_g13135.y + break2_g13135.y + break2_g13135.z ) / 6.0 ) ); + float3 lerpResult26_g13134 = lerp( (temp_output_1_0_g13134).rgb , ( appendResult56_g13134 * pow( saferPower57_g13134 , max( ( break55_g13134.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g13134.z * _RecolorRGBYCPFade )); + float4 appendResult30_g13134 = (float4(lerpResult26_g13134 , temp_output_1_0_g13134.a)); + float4 staticSwitch9_g13104 = appendResult30_g13134; + #else + float4 staticSwitch9_g13104 = staticSwitch43_g13104; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g13108 = staticSwitch9_g13104; + float3 temp_output_2_0_g13108 = (temp_output_1_0_g13108).rgb; + float3 In115_g13108 = temp_output_2_0_g13108; + float3 From115_g13108 = (_ColorReplaceFromColor).rgb; + float4 break2_g13109 = temp_output_1_0_g13108; + float3 To115_g13108 = ( pow( max( ( ( break2_g13109.x + break2_g13109.x + break2_g13109.y + break2_g13109.y + break2_g13109.y + break2_g13109.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g13108 = _ColorReplaceSmoothness; + float Range115_g13108 = _ColorReplaceRange; + float3 localMyCustomExpression115_g13108 = MyCustomExpression115_g13108( In115_g13108 , From115_g13108 , To115_g13108 , Fuzziness115_g13108 , Range115_g13108 ); + float3 lerpResult112_g13108 = lerp( temp_output_2_0_g13108 , localMyCustomExpression115_g13108 , _ColorReplaceFade); + float4 appendResult4_g13108 = (float4(lerpResult112_g13108 , temp_output_1_0_g13108.a)); + float4 staticSwitch29_g13104 = appendResult4_g13108; + #else + float4 staticSwitch29_g13104 = staticSwitch9_g13104; + #endif + float4 temp_output_1_0_g13121 = staticSwitch29_g13104; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g13121 = (temp_output_1_0_g13121).rgb; + float3 lerpResult3_g13121 = lerp( temp_output_9_0_g13121 , ( 1.0 - temp_output_9_0_g13121 ) , _NegativeFade); + float4 appendResult8_g13121 = (float4(lerpResult3_g13121 , temp_output_1_0_g13121.a)); + float4 staticSwitch4_g13121 = appendResult8_g13121; + #else + float4 staticSwitch4_g13121 = temp_output_1_0_g13121; + #endif + float4 temp_output_57_0_g13104 = staticSwitch4_g13121; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g13144 = temp_output_57_0_g13104; + float3 temp_cast_34 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g13144 = (float4(pow( max( (temp_output_1_0_g13144).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_34 ) , temp_output_1_0_g13144.a)); + float4 staticSwitch32_g13104 = appendResult4_g13144; + #else + float4 staticSwitch32_g13104 = temp_output_57_0_g13104; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g13119 = staticSwitch32_g13104; + float4 appendResult6_g13119 = (float4(( (temp_output_2_0_g13119).rgb * _Brightness ) , temp_output_2_0_g13119.a)); + float4 staticSwitch33_g13104 = appendResult6_g13119; + #else + float4 staticSwitch33_g13104 = staticSwitch32_g13104; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g13120 = staticSwitch33_g13104; + float3 hsvTorgb1_g13120 = RGBToHSV( temp_output_2_0_g13120.rgb ); + float3 hsvTorgb3_g13120 = HSVToRGB( float3(( hsvTorgb1_g13120.x + _Hue ),hsvTorgb1_g13120.y,hsvTorgb1_g13120.z) ); + float4 appendResult8_g13120 = (float4(hsvTorgb3_g13120 , temp_output_2_0_g13120.a)); + float4 staticSwitch36_g13104 = appendResult8_g13120; + #else + float4 staticSwitch36_g13104 = staticSwitch33_g13104; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g13138 = staticSwitch36_g13104; + float4 break2_g13139 = temp_output_1_0_g13138; + float temp_output_3_0_g13138 = ( ( break2_g13139.x + break2_g13139.x + break2_g13139.y + break2_g13139.y + break2_g13139.y + break2_g13139.z ) / 6.0 ); + float clampResult25_g13138 = clamp( ( ( ( ( temp_output_3_0_g13138 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g13138 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g13138); + float3 lerpResult11_g13138 = lerp( (temp_output_1_0_g13138).rgb , ( lerpResult6_g13138 * pow( max( temp_output_3_0_g13138 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g13138 = (float4(lerpResult11_g13138 , temp_output_1_0_g13138.a)); + float4 staticSwitch30_g13104 = appendResult18_g13138; + #else + float4 staticSwitch30_g13104 = staticSwitch36_g13104; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g13116 = staticSwitch30_g13104; + float3 temp_output_4_0_g13116 = (temp_output_1_0_g13116).rgb; + float4 break12_g13116 = temp_output_1_0_g13116; + float3 lerpResult7_g13116 = lerp( temp_output_4_0_g13116 , ( temp_output_4_0_g13116 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g13116.r , break12_g13116.g ) , break12_g13116.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g13116 = lerp( temp_output_4_0_g13116 , lerpResult7_g13116 , _BlackTintFade); + float4 appendResult11_g13116 = (float4(lerpResult13_g13116 , break12_g13116.a)); + float4 staticSwitch20_g13104 = appendResult11_g13116; + #else + float4 staticSwitch20_g13104 = staticSwitch30_g13104; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g13130 = staticSwitch20_g13104; + float4 break2_g13132 = temp_output_1_0_g13130; + float2 temp_output_65_0_g13130 = shaderPosition235; + float linValue16_g13131 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g13130 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g13131 = MyCustomExpression16_g13131( linValue16_g13131 ); + float clampResult53_g13130 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g13130 ) ) + ( localMyCustomExpression16_g13131 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g13130 = lerp( (temp_output_1_0_g13130).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g13132.x + break2_g13132.x + break2_g13132.y + break2_g13132.y + break2_g13132.y + break2_g13132.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g13130 )); + float4 appendResult9_g13130 = (float4(lerpResult7_g13130 , (temp_output_1_0_g13130).a)); + float4 staticSwitch17_g13104 = appendResult9_g13130; + #else + float4 staticSwitch17_g13104 = staticSwitch20_g13104; + #endif + float temp_output_39_0_g13104 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g13122 = staticSwitch17_g13104; + float3 hsvTorgb15_g13122 = RGBToHSV( (temp_output_1_0_g13122).rgb ); + float3 hsvTorgb19_g13122 = HSVToRGB( float3(( ( temp_output_39_0_g13104 * _ShiftHueSpeed ) + hsvTorgb15_g13122.x ),hsvTorgb15_g13122.y,hsvTorgb15_g13122.z) ); + float4 appendResult6_g13122 = (float4(hsvTorgb19_g13122 , temp_output_1_0_g13122.a)); + float4 staticSwitch19_g13104 = appendResult6_g13122; + #else + float4 staticSwitch19_g13104 = staticSwitch17_g13104; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g13126 = HSVToRGB( float3(( ( temp_output_39_0_g13104 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g13126 = staticSwitch19_g13104; + float4 break2_g13128 = temp_output_1_0_g13126; + float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g13127 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g13126 = ( _AddHueFade * ( tex2DNode3_g13127.r * tex2DNode3_g13127.a ) ); + #else + float staticSwitch33_g13126 = _AddHueFade; + #endif + float4 appendResult6_g13126 = (float4(( ( hsvTorgb19_g13126 * pow( max( ( ( break2_g13128.x + break2_g13128.x + break2_g13128.y + break2_g13128.y + break2_g13128.y + break2_g13128.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g13126 ) + (temp_output_1_0_g13126).rgb ) , temp_output_1_0_g13126.a)); + float4 staticSwitch23_g13104 = appendResult6_g13126; + #else + float4 staticSwitch23_g13104 = staticSwitch19_g13104; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g13123 = staticSwitch23_g13104; + float4 break2_g13124 = temp_output_1_0_g13123; + float3 temp_output_13_0_g13123 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g13123 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g13123 = ( (tex2DNode30_g13123).rgb * temp_output_13_0_g13123 * tex2DNode30_g13123.a ); + #else + float3 staticSwitch27_g13123 = temp_output_13_0_g13123; + #endif + float4 appendResult21_g13123 = (float4(( (temp_output_1_0_g13123).rgb + ( pow( max( ( ( break2_g13124.x + break2_g13124.x + break2_g13124.y + break2_g13124.y + break2_g13124.y + break2_g13124.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g13123 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g13104 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g13123.a)); + float4 staticSwitch28_g13104 = appendResult21_g13123; + #else + float4 staticSwitch28_g13104 = staticSwitch23_g13104; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g13111 = staticSwitch28_g13104; + float4 break2_g13112 = temp_output_1_0_g13111; + float3 temp_cast_50 = (( ( break2_g13112.x + break2_g13112.x + break2_g13112.y + break2_g13112.y + break2_g13112.y + break2_g13112.z ) / 6.0 )).xxx; + float3 lerpResult5_g13111 = lerp( temp_cast_50 , (temp_output_1_0_g13111).rgb , _Saturation); + float4 appendResult8_g13111 = (float4(lerpResult5_g13111 , temp_output_1_0_g13111.a)); + float4 staticSwitch38_g13104 = appendResult8_g13111; + #else + float4 staticSwitch38_g13104 = staticSwitch28_g13104; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g13113 = staticSwitch38_g13104; + float3 temp_output_82_0_g13113 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g13113 = temp_output_1_0_g13104; + float temp_output_179_0_g13113 = temp_output_39_0_g13104; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g13113 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g13113 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g13113 ) ) )).rgb * temp_output_82_0_g13113 ); + #else + float3 staticSwitch187_g13113 = temp_output_82_0_g13113; + #endif + float linValue16_g13115 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g13113 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g13113 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g13115 = MyCustomExpression16_g13115( linValue16_g13115 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g13113 = ( ( localMyCustomExpression16_g13115 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g13113 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g13113 = ( staticSwitch169_g13113 + temp_output_7_0_g13113 ); + float2 appendResult2_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g13113 = ( 100.0 / appendResult2_g13114 ); + float temp_output_178_0_g13113 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13113 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) ) ); + float3 lerpResult176_g13113 = lerp( (temp_output_15_0_g13113).rgb , staticSwitch187_g13113 , temp_output_178_0_g13113); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g13113 = ( temp_output_178_0_g13113 * temp_output_15_0_g13113.a ); + #else + float staticSwitch188_g13113 = temp_output_15_0_g13113.a; + #endif + float4 appendResult177_g13113 = (float4(lerpResult176_g13113 , staticSwitch188_g13113)); + float4 staticSwitch12_g13104 = appendResult177_g13113; + #else + float4 staticSwitch12_g13104 = staticSwitch38_g13104; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g13141 = staticSwitch12_g13104; + float3 temp_output_82_0_g13141 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g13141 = temp_output_1_0_g13104; + float temp_output_186_0_g13141 = temp_output_39_0_g13104; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g13141 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g13141 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g13141 ) ) )).rgb * temp_output_82_0_g13141 ); + #else + float3 staticSwitch199_g13141 = temp_output_82_0_g13141; + #endif + float temp_output_182_0_g13141 = ( ( 1.0 - temp_output_15_0_g13141.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g13141 = 1.0; + #else + float staticSwitch203_g13141 = temp_output_182_0_g13141; + #endif + float3 lerpResult178_g13141 = lerp( (temp_output_15_0_g13141).rgb , staticSwitch199_g13141 , staticSwitch203_g13141); + float3 lerpResult170_g13141 = lerp( lerpResult178_g13141 , staticSwitch199_g13141 , staticSwitch203_g13141); + float linValue16_g13142 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g13141 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g13141 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g13142 = MyCustomExpression16_g13142( linValue16_g13142 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g13141 = ( ( localMyCustomExpression16_g13142 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g13141 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g13141 = ( staticSwitch157_g13141 + temp_output_7_0_g13141 ); + float2 appendResult2_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g13141 = ( 100.0 / appendResult2_g13143 ); + float lerpResult168_g13141 = lerp( temp_output_15_0_g13141.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13141 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g13141 = ( temp_output_182_0_g13141 * lerpResult168_g13141 ); + #else + float staticSwitch200_g13141 = lerpResult168_g13141; + #endif + float4 appendResult174_g13141 = (float4(lerpResult170_g13141 , staticSwitch200_g13141)); + float4 staticSwitch13_g13104 = appendResult174_g13141; + #else + float4 staticSwitch13_g13104 = staticSwitch12_g13104; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g13118 = staticSwitch13_g13104; + float3 temp_output_82_0_g13118 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g13118 = temp_output_1_0_g13104; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g13118 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g13118 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g13104 ) ) )).rgb * temp_output_82_0_g13118 ); + #else + float3 staticSwitch199_g13118 = temp_output_82_0_g13118; + #endif + float temp_output_213_0_g13118 = ( _PixelOutlineFade * step( temp_output_15_0_g13118.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g13118 = ( ( 1.0 - temp_output_15_0_g13118.a ) * min( ( temp_output_213_0_g13118 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g13118 = 1.0; + #else + float staticSwitch203_g13118 = temp_output_182_0_g13118; + #endif + float3 lerpResult178_g13118 = lerp( (temp_output_15_0_g13118).rgb , staticSwitch199_g13118 , staticSwitch203_g13118); + float3 lerpResult170_g13118 = lerp( lerpResult178_g13118 , staticSwitch199_g13118 , staticSwitch203_g13118); + float2 appendResult206_g13118 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g13118 = ( float2( 1,1 ) / appendResult206_g13118 ); + float lerpResult168_g13118 = lerp( temp_output_15_0_g13118.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g13118 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g13118 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g13118 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g13118 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g13118); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g13118 = ( temp_output_182_0_g13118 * lerpResult168_g13118 ); + #else + float staticSwitch200_g13118 = lerpResult168_g13118; + #endif + float4 appendResult174_g13118 = (float4(lerpResult170_g13118 , staticSwitch200_g13118)); + float4 staticSwitch48_g13104 = appendResult174_g13118; + #else + float4 staticSwitch48_g13104 = staticSwitch13_g13104; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g13105 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g13104 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g13105 = staticSwitch48_g13104; + float4 break2_g13106 = temp_output_5_0_g13105; + float4 appendResult12_g13105 = (float4(( ( lerpResult15_g13105 * _PingPongGlowFade * pow( max( ( ( break2_g13106.x + break2_g13106.x + break2_g13106.y + break2_g13106.y + break2_g13106.y + break2_g13106.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g13105).rgb ) , temp_output_5_0_g13105.a)); + float4 staticSwitch46_g13104 = appendResult12_g13105; + #else + float4 staticSwitch46_g13104 = staticSwitch48_g13104; + #endif + float4 temp_output_361_0 = staticSwitch46_g13104; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g13146 = temp_output_361_0; + float4 break2_g13147 = temp_output_1_0_g13146; + float temp_output_44_0_g13146 = 0.5; + float4 appendResult22_g13146 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g13147.x + break2_g13147.x + break2_g13147.y + break2_g13147.y + break2_g13147.y + break2_g13147.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g13146 * 0.2 ) ) + ase_positionSSNorm.y ) / temp_output_44_0_g13146 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g13146.a ))); + float4 lerpResult37_g13146 = lerp( temp_output_1_0_g13146 , appendResult22_g13146 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g13146; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g13149 = staticSwitch56; + float4 break2_g13151 = temp_output_1_0_g13149; + float temp_output_34_0_g13149 = shaderTime237; + float linValue16_g13150 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g13149 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g13150 = MyCustomExpression16_g13150( linValue16_g13150 ); + float3 hsvTorgb3_g13152 = HSVToRGB( float3(( localMyCustomExpression16_g13150 + ( temp_output_34_0_g13149 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g13149 = lerp( (temp_output_1_0_g13149).rgb , ( ( ( break2_g13151.x + break2_g13151.x + break2_g13151.y + break2_g13151.y + break2_g13151.y + break2_g13151.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g13152 ) , glitchFade152); + float4 appendResult27_g13149 = (float4(lerpResult23_g13149 , temp_output_1_0_g13149.a)); + float4 staticSwitch57 = appendResult27_g13149; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g13153 = staticSwitch57; + float4 temp_output_1_0_g13183 = temp_output_3_0_g13153; + float2 temp_output_41_0_g13153 = shaderPosition235; + float2 temp_output_99_0_g13183 = temp_output_41_0_g13153; + float temp_output_40_0_g13153 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g13188 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g13153 * _CamouflageDistortionSpeed ) + temp_output_99_0_g13183 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g13188 = MyCustomExpression16_g13188( linValue16_g13188 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g13183 = ( ( ( localMyCustomExpression16_g13188 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g13183 ); + #else + float2 staticSwitch101_g13183 = temp_output_99_0_g13183; + #endif + float linValue16_g13185 = tex2D( _UberNoiseTexture, ( staticSwitch101_g13183 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g13185 = MyCustomExpression16_g13185( linValue16_g13185 ); + float clampResult52_g13183 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g13185 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g13183 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g13183 ) , clampResult52_g13183); + float linValue16_g13187 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g13183 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g13187 = MyCustomExpression16_g13187( linValue16_g13187 ); + float clampResult65_g13183 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g13187 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g13183 = lerp( lerpResult55_g13183 , ( _CamouflageColorB * clampResult65_g13183 ) , clampResult65_g13183); + float4 break2_g13186 = temp_output_1_0_g13183; + float3 lerpResult4_g13183 = lerp( (temp_output_1_0_g13183).rgb , ( (lerpResult68_g13183).rgb * pow( max( ( ( break2_g13186.x + break2_g13186.x + break2_g13186.y + break2_g13186.y + break2_g13186.y + break2_g13186.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g13183 = (float4(lerpResult4_g13183 , temp_output_1_0_g13183.a)); + float4 staticSwitch26_g13153 = appendResult7_g13183; + #else + float4 staticSwitch26_g13153 = temp_output_3_0_g13153; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g13176 = staticSwitch26_g13153; + float temp_output_59_0_g13176 = temp_output_40_0_g13153; + float2 temp_output_58_0_g13176 = temp_output_41_0_g13153; + float linValue16_g13177 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g13176 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g13176 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g13177 = MyCustomExpression16_g13177( linValue16_g13177 ); + float linValue16_g13179 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13177 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g13176 * _MetalNoiseSpeed ) + temp_output_58_0_g13176 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g13179 = MyCustomExpression16_g13179( linValue16_g13179 ); + float4 break2_g13178 = temp_output_1_0_g13176; + float temp_output_5_0_g13176 = ( ( break2_g13178.x + break2_g13178.x + break2_g13178.y + break2_g13178.y + break2_g13178.y + break2_g13178.z ) / 6.0 ); + float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g13181 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g13176 = ( _MetalFade * ( tex2DNode3_g13181.r * tex2DNode3_g13181.a ) ); + #else + float staticSwitch60_g13176 = _MetalFade; + #endif + float4 lerpResult45_g13176 = lerp( temp_output_1_0_g13176 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g13179 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g13176 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g13176 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g13176); + float4 appendResult8_g13176 = (float4((lerpResult45_g13176).rgb , (temp_output_1_0_g13176).a)); + float4 staticSwitch28_g13153 = appendResult8_g13176; + #else + float4 staticSwitch28_g13153 = staticSwitch26_g13153; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g13168 = staticSwitch28_g13153; + float4 break2_g13169 = temp_output_1_0_g13168; + float temp_output_7_0_g13168 = ( ( break2_g13169.x + break2_g13169.x + break2_g13169.y + break2_g13169.y + break2_g13169.y + break2_g13169.z ) / 6.0 ); + float2 temp_output_72_0_g13168 = temp_output_41_0_g13153; + float linValue16_g13170 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13168 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g13170 = MyCustomExpression16_g13170( linValue16_g13170 ); + float temp_output_73_0_g13168 = temp_output_40_0_g13153; + float linValue16_g13172 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g13168 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g13168 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g13172 = MyCustomExpression16_g13172( linValue16_g13172 ); + float linValue16_g13173 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13172 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g13168 * _FrozenHighlightSpeed ) + temp_output_72_0_g13168 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g13173 = MyCustomExpression16_g13173( linValue16_g13173 ); + float3 lerpResult57_g13168 = lerp( (temp_output_1_0_g13168).rgb , ( ( pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g13170 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g13173 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g13168 = (float4(lerpResult57_g13168 , temp_output_1_0_g13168.a)); + float4 staticSwitch29_g13153 = appendResult26_g13168; + #else + float4 staticSwitch29_g13153 = staticSwitch28_g13153; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g13162 = staticSwitch29_g13153; + float3 temp_output_28_0_g13162 = (temp_output_1_0_g13162).rgb; + float4 break2_g13166 = float4( temp_output_28_0_g13162 , 0.0 ); + float2 temp_output_72_0_g13162 = temp_output_41_0_g13153; + float linValue16_g13165 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13162 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g13165 = MyCustomExpression16_g13165( linValue16_g13165 ); + float linValue16_g13163 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13165 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g13162 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g13163 = MyCustomExpression16_g13163( linValue16_g13163 ); + float clampResult68_g13162 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g13163 ) , 0.0 , 1.0 ); + float linValue16_g13164 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13162 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g13164 = MyCustomExpression16_g13164( linValue16_g13164 ); + float temp_output_15_0_g13162 = ( ( ( _BurnRadius - distance( temp_output_72_0_g13162 , _BurnPosition ) ) + ( localMyCustomExpression16_g13164 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g13162 = clamp( temp_output_15_0_g13162 , 0.0 , 1.0 ); + float3 lerpResult29_g13162 = lerp( temp_output_28_0_g13162 , ( pow( max( ( ( break2_g13166.x + break2_g13166.x + break2_g13166.y + break2_g13166.y + break2_g13166.y + break2_g13166.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g13162 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g13162); + float3 lerpResult40_g13162 = lerp( temp_output_28_0_g13162 , ( lerpResult29_g13162 + ( ( step( temp_output_15_0_g13162 , 1.0 ) * step( 0.0 , temp_output_15_0_g13162 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g13162 = (float4(lerpResult40_g13162 , temp_output_1_0_g13162.a)); + float4 staticSwitch32_g13153 = appendResult43_g13162; + #else + float4 staticSwitch32_g13153 = staticSwitch29_g13153; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g13158 = temp_output_41_0_g13153; + float linValue16_g13159 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g13158 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g13159 = MyCustomExpression16_g13159( linValue16_g13159 ); + float3 hsvTorgb3_g13161 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g13158 , _RainbowCenter ) + ( localMyCustomExpression16_g13159 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g13153 ) ),1.0,1.0) ); + float3 hsvTorgb36_g13158 = RGBToHSV( hsvTorgb3_g13161 ); + float3 hsvTorgb37_g13158 = HSVToRGB( float3(hsvTorgb36_g13158.x,_RainbowSaturation,( hsvTorgb36_g13158.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g13158 = staticSwitch32_g13153; + float4 break2_g13160 = temp_output_1_0_g13158; + float saferPower24_g13158 = abs( ( ( break2_g13160.x + break2_g13160.x + break2_g13160.y + break2_g13160.y + break2_g13160.y + break2_g13160.z ) / 6.0 ) ); + float4 appendResult29_g13158 = (float4(( ( hsvTorgb37_g13158 * pow( saferPower24_g13158 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g13158).rgb ) , temp_output_1_0_g13158.a)); + float4 staticSwitch34_g13153 = appendResult29_g13158; + #else + float4 staticSwitch34_g13153 = staticSwitch32_g13153; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g13154 = staticSwitch34_g13153; + float3 temp_output_57_0_g13154 = (temp_output_1_0_g13154).rgb; + float4 break2_g13156 = temp_output_1_0_g13154; + float3 temp_cast_73 = (( ( break2_g13156.x + break2_g13156.x + break2_g13156.y + break2_g13156.y + break2_g13156.y + break2_g13156.z ) / 6.0 )).xxx; + float3 lerpResult92_g13154 = lerp( temp_cast_73 , temp_output_57_0_g13154 , _ShineSaturation); + float3 temp_cast_74 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g13154 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g13153 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g13154 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g13154 = clamp( ( ( ( sin( ( rotatedValue69_g13154.x - ( temp_output_40_0_g13153 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g13154 ) ) / temp_output_103_0_g13154 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g13155 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g13154 = ( _ShineFade * ( tex2DNode3_g13155.r * tex2DNode3_g13155.a ) ); + #else + float staticSwitch98_g13154 = _ShineFade; + #endif + float4 appendResult8_g13154 = (float4(( temp_output_57_0_g13154 + ( ( pow( max( lerpResult92_g13154 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_74 ) * (_ShineColor).rgb ) * clampResult80_g13154 * staticSwitch98_g13154 ) ) , (temp_output_1_0_g13154).a)); + float4 staticSwitch36_g13153 = appendResult8_g13154; + #else + float4 staticSwitch36_g13153 = staticSwitch34_g13153; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g13189 = temp_output_40_0_g13153; + float linValue16_g13191 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g13189 * _PoisonNoiseSpeed ) + temp_output_41_0_g13153 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g13191 = MyCustomExpression16_g13191( linValue16_g13191 ); + float3 temp_output_24_0_g13189 = (_PoisonColor).rgb; + float4 temp_output_1_0_g13189 = staticSwitch36_g13153; + float3 temp_output_28_0_g13189 = (temp_output_1_0_g13189).rgb; + float4 break2_g13190 = float4( temp_output_28_0_g13189 , 0.0 ); + float3 lerpResult32_g13189 = lerp( temp_output_28_0_g13189 , ( temp_output_24_0_g13189 * ( ( break2_g13190.x + break2_g13190.x + break2_g13190.y + break2_g13190.y + break2_g13190.y + break2_g13190.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g13189 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g13191 + ( temp_output_41_0_g13189 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g13189 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g13189 ) , temp_output_1_0_g13189.a)); + float4 staticSwitch39_g13153 = appendResult27_g13189; + #else + float4 staticSwitch39_g13153 = staticSwitch36_g13153; + #endif + float4 temp_output_10_0_g13193 = staticSwitch39_g13153; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g13193 = (temp_output_10_0_g13193).rgb; + float2 temp_output_2_0_g13193 = temp_output_41_0_g13153; + float temp_output_1_0_g13193 = temp_output_40_0_g13153; + float2 temp_output_6_0_g13193 = ( temp_output_1_0_g13193 * _EnchantedSpeed ); + float linValue16_g13196 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g13193 - ( ( temp_output_6_0_g13193 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g13196 = MyCustomExpression16_g13196( linValue16_g13196 ); + float linValue16_g13194 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g13193 + temp_output_2_0_g13193 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g13194 = MyCustomExpression16_g13194( linValue16_g13194 ); + float temp_output_36_0_g13193 = ( localMyCustomExpression16_g13196 + localMyCustomExpression16_g13194 ); + float temp_output_43_0_g13193 = ( temp_output_36_0_g13193 * 0.5 ); + float3 lerpResult42_g13193 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g13193); + float3 hsvTorgb53_g13193 = HSVToRGB( float3(( ( temp_output_43_0_g13193 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g13193 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g13193 = hsvTorgb53_g13193; + #else + float3 staticSwitch50_g13193 = lerpResult42_g13193; + #endif + float4 break2_g13195 = temp_output_10_0_g13193; + float3 temp_output_40_0_g13193 = ( staticSwitch50_g13193 * pow( max( ( ( break2_g13195.x + break2_g13195.x + break2_g13195.y + break2_g13195.y + break2_g13195.y + break2_g13195.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g13193 = ( max( ( temp_output_36_0_g13193 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g13193 = lerp( temp_output_12_0_g13193 , temp_output_40_0_g13193 , temp_output_45_0_g13193); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g13193 = lerpResult44_g13193; + #else + float3 staticSwitch47_g13193 = ( temp_output_12_0_g13193 + ( temp_output_40_0_g13193 * temp_output_45_0_g13193 ) ); + #endif + float4 appendResult19_g13193 = (float4(staticSwitch47_g13193 , temp_output_10_0_g13193.a)); + float4 staticSwitch11_g13193 = appendResult19_g13193; + #else + float4 staticSwitch11_g13193 = temp_output_10_0_g13193; + #endif + float4 temp_output_1_0_g13198 = staticSwitch11_g13193; + #ifdef _ENABLESHIFTING_ON + float4 break5_g13198 = temp_output_1_0_g13198; + float3 appendResult32_g13198 = (float3(break5_g13198.r , break5_g13198.g , break5_g13198.b)); + float4 break2_g13199 = temp_output_1_0_g13198; + float temp_output_4_0_g13198 = ( ( break2_g13199.x + break2_g13199.x + break2_g13199.y + break2_g13199.y + break2_g13199.y + break2_g13199.z ) / 6.0 ); + float temp_output_11_0_g13198 = ( ( ( temp_output_4_0_g13198 + ( temp_output_40_0_g13153 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g13198 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g13198 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g13198 = HSVToRGB( float3(temp_output_11_0_g13198,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g13198 = hsvTorgb12_g13198; + #else + float3 staticSwitch26_g13198 = ( lerpResult20_g13198 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g13198 = lerp( appendResult32_g13198 , ( staticSwitch26_g13198 * pow( max( temp_output_4_0_g13198 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g13198 = (float4(lerpResult31_g13198 , break5_g13198.a)); + float4 staticSwitch33_g13198 = appendResult6_g13198; + #else + float4 staticSwitch33_g13198 = temp_output_1_0_g13198; + #endif + float4 temp_output_5_0_g13205 = staticSwitch33_g13198; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g13205 = temp_output_5_0_g13205; + float3 appendResult11_g13205 = (float3(break6_g13205.r , break6_g13205.g , break6_g13205.b)); + float temp_output_27_0_g13205 = temp_output_40_0_g13153; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g13205 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g13205 ) ); + #else + float2 staticSwitch73_g13205 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g13205 = ( ( _TextureLayer1Scale * temp_output_41_0_g13153 ) - staticSwitch73_g13205 ); + float2 temp_cast_83 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g13206 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g13205 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_83 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g13206 = _TextureLayer1Columns; + int Height10_g13206 = _TextureLayer1Rows; + float Tile10_g13206 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g13205 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g13206 = float2( 0,1 ); + float2 localMyCustomExpression10_g13206 = MyCustomExpression10_g13206( UV10_g13206 , Width10_g13206 , Height10_g13206 , Tile10_g13206 , Invert10_g13206 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g13205 = localMyCustomExpression10_g13206; + #else + float2 staticSwitch20_g13205 = temp_output_72_0_g13205; + #endif + float4 tex2DNode3_g13205 = tex2D( _TextureLayer1Texture, staticSwitch20_g13205 ); + float3 appendResult13_g13205 = (float3(tex2DNode3_g13205.r , tex2DNode3_g13205.g , tex2DNode3_g13205.b)); + float3 appendResult18_g13205 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g13205 = ( appendResult13_g13205 * appendResult18_g13205 ); + float4 break2_g13207 = temp_output_5_0_g13205; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g13205 = ( pow( max( ( ( break2_g13207.x + break2_g13207.x + break2_g13207.y + break2_g13207.y + break2_g13207.y + break2_g13207.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g13205 ); + #else + float3 staticSwitch80_g13205 = temp_output_16_0_g13205; + #endif + float3 lerpResult12_g13205 = lerp( appendResult11_g13205 , staticSwitch80_g13205 , ( tex2DNode3_g13205.a * _TextureLayer1Fade )); + float4 appendResult14_g13205 = (float4(lerpResult12_g13205 , break6_g13205.a)); + float4 staticSwitch15_g13205 = appendResult14_g13205; + #else + float4 staticSwitch15_g13205 = temp_output_5_0_g13205; + #endif + float4 temp_output_5_0_g13201 = staticSwitch15_g13205; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g13201 = temp_output_5_0_g13201; + float3 appendResult11_g13201 = (float3(break6_g13201.r , break6_g13201.g , break6_g13201.b)); + float temp_output_27_0_g13201 = temp_output_40_0_g13153; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g13201 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g13201 ) ); + #else + float2 staticSwitch73_g13201 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g13201 = ( ( _TextureLayer2Scale * temp_output_41_0_g13153 ) - staticSwitch73_g13201 ); + float2 temp_cast_86 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g13202 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g13201 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_86 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g13202 = _TextureLayer2Columns; + int Height10_g13202 = _TextureLayer2Rows; + float Tile10_g13202 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g13201 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g13202 = float2( 0,1 ); + float2 localMyCustomExpression10_g13202 = MyCustomExpression10_g13202( UV10_g13202 , Width10_g13202 , Height10_g13202 , Tile10_g13202 , Invert10_g13202 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g13201 = localMyCustomExpression10_g13202; + #else + float2 staticSwitch20_g13201 = temp_output_72_0_g13201; + #endif + float4 tex2DNode3_g13201 = tex2D( _TextureLayer2Texture, staticSwitch20_g13201 ); + float3 appendResult13_g13201 = (float3(tex2DNode3_g13201.r , tex2DNode3_g13201.g , tex2DNode3_g13201.b)); + float3 appendResult18_g13201 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g13201 = ( appendResult13_g13201 * appendResult18_g13201 ); + float4 break2_g13203 = temp_output_5_0_g13201; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g13201 = ( pow( max( ( ( break2_g13203.x + break2_g13203.x + break2_g13203.y + break2_g13203.y + break2_g13203.y + break2_g13203.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g13201 ); + #else + float3 staticSwitch84_g13201 = temp_output_16_0_g13201; + #endif + float3 lerpResult12_g13201 = lerp( appendResult11_g13201 , staticSwitch84_g13201 , ( tex2DNode3_g13201.a * _TextureLayer2Fade )); + float4 appendResult14_g13201 = (float4(lerpResult12_g13201 , break6_g13201.a)); + float4 staticSwitch15_g13201 = appendResult14_g13201; + #else + float4 staticSwitch15_g13201 = temp_output_5_0_g13201; + #endif + float4 temp_output_473_0 = staticSwitch15_g13201; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g13209 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g13209 = (float4(break4_g13209.r , break4_g13209.g , break4_g13209.b , ( break4_g13209.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g13209; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g13210 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )); + float4 appendResult5_g13210 = (float4(break4_g13210.r , break4_g13210.g , break4_g13210.b , ( break4_g13210.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g13210; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g13211 = staticSwitch75; + float4 temp_output_1_0_g13212 = temp_output_1_0_g13211; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g13212 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g13211 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g13213 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g13211 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13213 = MyCustomExpression16_g13213( linValue16_g13213 ); + float clampResult17_g13212 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g13212 ) ) - localMyCustomExpression16_g13213 ) / temp_output_53_0_g13212 ) , 0.0 , 1.0 ); + float4 appendResult3_g13212 = (float4((temp_output_1_0_g13212).rgb , ( temp_output_1_0_g13212.a * clampResult17_g13212 ))); + float4 staticSwitch3_g13211 = appendResult3_g13212; + #else + float4 staticSwitch3_g13211 = temp_output_1_0_g13211; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g13221 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g13211 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13221 = MyCustomExpression16_g13221( linValue16_g13221 ); + float temp_output_5_0_g13220 = localMyCustomExpression16_g13221; + float temp_output_61_0_g13220 = step( temp_output_5_0_g13220 , _FullGlowDissolveFade ); + float temp_output_53_0_g13220 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g13220 = staticSwitch3_g13211; + float4 appendResult3_g13220 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g13220 - step( temp_output_5_0_g13220 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g13220 ) ) - temp_output_53_0_g13220 ) ) ) ) + (temp_output_1_0_g13220).rgb ) , ( temp_output_1_0_g13220.a * temp_output_61_0_g13220 ))); + float4 staticSwitch5_g13211 = appendResult3_g13220; + #else + float4 staticSwitch5_g13211 = staticSwitch3_g13211; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g13222 = staticSwitch5_g13211; + float2 temp_output_76_0_g13222 = temp_output_18_0_g13211; + float linValue16_g13223 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g13222 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13223 = MyCustomExpression16_g13223( linValue16_g13223 ); + float clampResult17_g13222 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g13222 ) + ( localMyCustomExpression16_g13223 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g13222 = (float4((temp_output_1_0_g13222).rgb , ( temp_output_1_0_g13222.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g13222 ) ):( clampResult17_g13222 )) ))); + float4 staticSwitch8_g13211 = appendResult3_g13222; + #else + float4 staticSwitch8_g13211 = staticSwitch5_g13211; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g13218 = temp_output_18_0_g13211; + float linValue16_g13219 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g13218 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13219 = MyCustomExpression16_g13219( linValue16_g13219 ); + float temp_output_65_0_g13218 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g13218 ) + ( localMyCustomExpression16_g13219 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g13218 = step( temp_output_65_0_g13218 , _SourceGlowDissolveFade ); + float temp_output_76_0_g13218 = step( temp_output_65_0_g13218 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g13218 = staticSwitch8_g13211; + float4 appendResult3_g13218 = (float4(( ( max( ( temp_output_75_0_g13218 - temp_output_76_0_g13218 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g13218).rgb ) , ( temp_output_1_0_g13218.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g13218 ) ):( temp_output_75_0_g13218 )) ))); + float4 staticSwitch9_g13211 = appendResult3_g13218; + #else + float4 staticSwitch9_g13211 = staticSwitch8_g13211; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g13214 = staticSwitch9_g13211; + float2 temp_output_161_0_g13214 = temp_output_18_0_g13211; + float3 rotatedValue136_g13214 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g13214 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g13214 = rotatedValue136_g13214; + float linValue16_g13215 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g13214 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g13215 = MyCustomExpression16_g13215( linValue16_g13215 ); + float clampResult154_g13214 = clamp( ( ( break130_g13214.x + break130_g13214.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g13215 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g13214 = (float4((temp_output_1_0_g13214).rgb , ( temp_output_1_0_g13214.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g13214 ) ):( clampResult154_g13214 )) ))); + float4 staticSwitch11_g13211 = appendResult3_g13214; + #else + float4 staticSwitch11_g13211 = staticSwitch9_g13211; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g13216 = temp_output_18_0_g13211; + float3 rotatedValue136_g13216 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g13216 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g13216 = rotatedValue136_g13216; + float linValue16_g13217 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g13216 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g13217 = MyCustomExpression16_g13217( linValue16_g13217 ); + float temp_output_168_0_g13216 = max( ( ( break130_g13216.x + break130_g13216.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g13217 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g13216 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g13216 ) ):( temp_output_168_0_g13216 )) ); + float4 temp_output_1_0_g13216 = staticSwitch11_g13211; + float clampResult154_g13216 = clamp( temp_output_161_0_g13216 , 0.0 , 1.0 ); + float4 appendResult3_g13216 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g13216 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g13216 ) ):( temp_output_168_0_g13216 )) ) ) ) + (temp_output_1_0_g13216).rgb ) , ( temp_output_1_0_g13216.a * clampResult154_g13216 ))); + float4 staticSwitch15_g13211 = appendResult3_g13216; + #else + float4 staticSwitch15_g13211 = staticSwitch11_g13211; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g13224 = staticSwitch15_g13211; + float2 temp_output_126_0_g13224 = temp_output_18_0_g13211; + float temp_output_121_0_g13224 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g13224 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g13225 = (float2(temp_output_121_0_g13224 , temp_output_121_0_g13224)); + float temp_output_17_0_g13225 = length( ( (( ( abs( temp_output_126_0_g13224 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g13225 ) ); + float clampResult17_g13224 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g13225 ) / fwidth( temp_output_17_0_g13225 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g13224 = (float4((temp_output_1_0_g13224).rgb , ( temp_output_1_0_g13224.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g13224 ) ):( clampResult17_g13224 )) ))); + float4 staticSwitch13_g13211 = appendResult3_g13224; + #else + float4 staticSwitch13_g13211 = staticSwitch15_g13211; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g13227 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g13227 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g13227 = ( temp_output_3_0_g13227 * ( (tex2DNode19_g13227).rgb * tex2DNode19_g13227.a ) ); + #else + float3 staticSwitch16_g13227 = temp_output_3_0_g13227; + #endif + float4 temp_output_1_0_g13227 = staticSwitch13_g13211; + float4 break2_g13229 = temp_output_1_0_g13227; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g13227 = ( staticSwitch16_g13227 * pow( max( ( ( break2_g13229.x + break2_g13229.x + break2_g13229.y + break2_g13229.y + break2_g13229.y + break2_g13229.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g13227 = staticSwitch16_g13227; + #endif + float4 appendResult6_g13227 = (float4(( ( staticSwitch17_g13227 * _AddColorFade ) + (temp_output_1_0_g13227).rgb ) , temp_output_1_0_g13227.a)); + float4 staticSwitch5_g13226 = appendResult6_g13227; + #else + float4 staticSwitch5_g13226 = staticSwitch13_g13211; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g13230 = staticSwitch5_g13226; + float3 lerpResult4_g13230 = lerp( (temp_output_1_0_g13230).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g13230.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g13230.a ) * _AlphaTintFade )); + float4 appendResult13_g13230 = (float4(lerpResult4_g13230 , temp_output_1_0_g13230.a)); + float4 staticSwitch11_g13226 = appendResult13_g13230; + #else + float4 staticSwitch11_g13226 = staticSwitch5_g13226; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g13231 = staticSwitch11_g13226; + float3 temp_output_6_0_g13231 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g13231 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g13231 = ( temp_output_6_0_g13231 * ( (tex2DNode23_g13231).rgb * tex2DNode23_g13231.a ) ); + #else + float3 staticSwitch21_g13231 = temp_output_6_0_g13231; + #endif + float4 break2_g13233 = temp_output_1_0_g13231; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g13231 = ( pow( max( ( ( break2_g13233.x + break2_g13233.x + break2_g13233.y + break2_g13233.y + break2_g13233.y + break2_g13233.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g13231 ); + #else + float3 staticSwitch22_g13231 = staticSwitch21_g13231; + #endif + float3 lerpResult7_g13231 = lerp( (temp_output_1_0_g13231).rgb , staticSwitch22_g13231 , _StrongTintFade); + float4 appendResult9_g13231 = (float4(lerpResult7_g13231 , (temp_output_1_0_g13231).a)); + float4 staticSwitch7_g13226 = appendResult9_g13231; + #else + float4 staticSwitch7_g13226 = staticSwitch11_g13226; + #endif + float4 temp_output_2_0_g13234 = staticSwitch7_g13226; + #ifdef _ENABLESHADOW_ON + float4 break4_g13236 = temp_output_2_0_g13234; + float3 appendResult5_g13236 = (float3(break4_g13236.r , break4_g13236.g , break4_g13236.b)); + float2 appendResult2_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g13235 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g13236 = appendResult85_g13234; + float3 appendResult7_g13236 = (float3(break6_g13236.r , break6_g13236.g , break6_g13236.b)); + float temp_output_11_0_g13236 = ( ( 1.0 - break4_g13236.a ) * break6_g13236.a ); + float temp_output_32_0_g13236 = ( break4_g13236.a + temp_output_11_0_g13236 ); + float4 appendResult18_g13236 = (float4(( ( ( appendResult5_g13236 * break4_g13236.a ) + ( appendResult7_g13236 * temp_output_11_0_g13236 ) ) * ( 1.0 / max( temp_output_32_0_g13236 , 0.01 ) ) ) , temp_output_32_0_g13236)); + float4 staticSwitch82_g13234 = appendResult18_g13236; + #else + float4 staticSwitch82_g13234 = temp_output_2_0_g13234; + #endif + float4 break4_g13237 = staticSwitch82_g13234; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g13095 = 1.0; + #else + float staticSwitch8_g13095 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g13095 = 1.0; + #else + float staticSwitch9_g13095 = staticSwitch8_g13095; + #endif + float customVertexAlpha193 = staticSwitch9_g13095; + float4 appendResult5_g13237 = (float4(break4_g13237.r , break4_g13237.g , break4_g13237.b , ( break4_g13237.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g13237; + float4 temp_output_1_0_g13239 = temp_output_344_0; + float4 appendResult8_g13239 = (float4(( (temp_output_1_0_g13239).rgb * (UIVertexColor501).rgb ) , temp_output_1_0_g13239.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g13239; + #endif + float4 temp_output_1_0_g13240 = originalColor191; + float4 appendResult8_g13240 = (float4(( (temp_output_1_0_g13240).rgb * (UIVertexColor501).rgb ) , temp_output_1_0_g13240.a)); + float4 lerpResult125 = lerp( appendResult8_g13240 , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g13245 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g13245 = (float4(( (temp_output_7_0_g13245).rgb / max( temp_output_7_0_g13245.a , 1E-05 ) ) , temp_output_7_0_g13245.a)); + float4 staticSwitch6_g13245 = appendResult2_g13245; + #else + float4 staticSwitch6_g13245 = temp_output_7_0_g13245; + #endif + + + half4 color = staticSwitch6_g13245; + + #ifdef UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color.a *= m.x * m.y; + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + color.rgb *= color.a; + + return color; + } + ENDCG + } + } + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + + Fallback Off +} +/*ASEBEGIN +Version=19801 +Node;AmplifyShaderEditor.TemplateShaderPropertyNode;30;1182.59,1001.108;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader @@ -0,0 +1,3683 @@ +// Made with Amplify Shader Editor v1.9.8.1 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/Additive SSU" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} + [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 + [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 + [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 + [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 + _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) + [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 + [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 + [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 + _PixelsPerUnit("Pixels Per Unit", Float) = 100 + _ScreenWidthUnits("Screen Width Units", Float) = 10 + _RectWidth("Rect Width", Float) = 100 + _RectHeight("Rect Height", Float) = 100 + [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 + _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 + _FadingPosition("Fading: Position", Vector) = (0,0,0,0) + _FadingWidth("Fading: Width", Float) = 0.3 + _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 + _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) + _FadingMask("Fading: Mask", 2D) = "white" {} + [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 + [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 + _TimeValue("Time: Value", Float) = 0 + [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 + _TimeSpeed("Time: Speed", Float) = 1 + [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 + _TimeFPS("Time: FPS", Float) = 5 + [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 + _TimeFrequency("Time: Frequency", Float) = 2 + _TimeRange("Time: Range", Float) = 0.5 + _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} + [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 + _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 + [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) + [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 + _StrongTintContrast("Strong Tint: Contrast", Float) = 0 + [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 + _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} + [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 + _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 + [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) + [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 + _AddColorContrast("Add Color: Contrast", Float) = 0.5 + [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 + _AddColorMask("Add Color: Mask", 2D) = "white" {} + [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 + _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) + _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 + [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 + _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 + _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) + _ShadowColor("Shadow: Color", Color) = (0,0,0,0) + [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 + _Brightness("Brightness", Float) = 1 + [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 + _Contrast("Contrast", Float) = 1 + [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 + _Saturation("Saturation", Float) = 1 + [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 + _Hue("Hue", Range( -1 , 1)) = 0 + [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 + _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 + _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} + [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 + _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 + _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} + [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 + _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) + _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 + [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 + _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) + _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 + _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} + _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 + _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) + _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 + [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 + _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) + _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 + _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} + _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 + _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) + _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 + _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 + [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 + _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} + _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 + _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 + _AddHueSpeed("Add Hue: Speed", Float) = 1 + _AddHueBrightness("Add Hue: Brightness", Float) = 2 + _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 + _AddHueContrast("Add Hue: Contrast", Float) = 0.5 + [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 + _AddHueMask("Add Hue: Mask", 2D) = "white" {} + [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 + _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) + [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) + _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 + _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 + [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 + _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 + [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 + _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 + [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) + _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 + _InkSpreadDistance("Ink Spread: Distance", Float) = 3 + _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) + _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 + _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) + _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 + [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 + _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) + _BlackTintPower("Black Tint: Power", Float) = 4 + [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 + _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) + _SineGlowContrast("Sine Glow: Contrast", Float) = 1 + _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 + _SineGlowMin("Sine Glow: Min", Float) = 0 + _SineGlowMax("Sine Glow: Max", Float) = 1 + [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 + _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} + [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 + _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 + [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) + [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) + _SplitToningContrast("Split Toning: Contrast", Float) = 1 + _SplitToningBalance("Split Toning: Balance", Float) = 1 + _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 + [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 + _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 + _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) + [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) + _ColorReplaceRange("Color Replace: Range", Float) = 0.05 + _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 + _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 + [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 + _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 + [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 + _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 + [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) + _HologramContrast("Hologram: Contrast", Float) = 1 + _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 + _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 + _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 + _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 + _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 + _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 + _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 + _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 + [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 + _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 + _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 + _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) + _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) + _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 + _GlitchBrightness("Glitch: Brightness", Float) = 4 + _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) + _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) + _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) + _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) + _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) + [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 + _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 + [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) + _FrozenContrast("Frozen: Contrast", Float) = 2 + [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) + _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 + _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 + _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) + [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) + _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 + _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 + _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) + _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) + _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) + _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 + _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 + _RainbowBrightness("Rainbow: Brightness", Float) = 2 + _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 + _RainbowContrast("Rainbow: Contrast", Float) = 1 + _RainbowSpeed("Rainbow: Speed", Float) = 1 + _RainbowDensity("Rainbow: Density", Float) = 0.5 + _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) + _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) + _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 + [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 + _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 + _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) + _CamouflageContrast("Camouflage: Contrast", Float) = 1 + _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) + _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) + _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) + _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) + [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 + _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 + _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 + [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) + _MetalContrast("Metal: Contrast", Float) = 2 + [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) + _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 + _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 + _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) + _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) + _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) + _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) + [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 + [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} + [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 + _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 + [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) + _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 + _ShineContrast("Shine: Contrast", Float) = 2 + _ShineWidth("Shine: Width", Float) = 0.1 + _ShineSpeed("Shine: Speed", Float) = 5 + _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 + _ShineSmooth("Shine: Smoothness", Float) = 1 + _ShineFrequency("Shine: Frequency", Float) = 0.3 + [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 + [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} + [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 + _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 + _BurnPosition("Burn: Position", Vector) = (0,5,0,0) + _BurnRadius("Burn: Radius", Float) = 5 + [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) + _BurnWidth("Burn: Width", Float) = 0.1 + _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) + _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 + [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) + _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 + [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) + _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 + _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) + _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 + _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 + _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 + [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) + _PoisonDensity("Poison: Density", Float) = 3 + _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 + _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 + _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 + _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) + _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) + [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 + _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 + _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) + _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) + _EnchantedBrightness("Enchanted: Brightness", Float) = 1 + _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 + _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 + [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 + _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 + _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 + _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 + [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) + [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) + [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 + [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 + _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 + _ShiftingSpeed("Shifting: Speed", Float) = 0.5 + _ShiftingDensity("Shifting: Density", Float) = 1.5 + _ShiftingBrightness("Shifting: Brightness", Float) = 1 + _ShiftingContrast("Shifting: Contrast", Float) = 0.5 + [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 + _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 + [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) + [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) + [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 + _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 + _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} + [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) + _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 + _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 + _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 + _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 + _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 + _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 + _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 + _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 + _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 + _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} + [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) + _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 + _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 + _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 + _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 + _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 + _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 + _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 + _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 + _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 + _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 + _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 + [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 + _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 + _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) + _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 + _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 + [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 + _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 + _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) + _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 + [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 + [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 + _HalftoneFade("Halftone: Fade", Float) = 1 + _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) + _HalftoneTiling("Halftone: Tiling", Float) = 4 + _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 + [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 + _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 + _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 + _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 + _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) + _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 + _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 + _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 + [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) + _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 + _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 + _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 + _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 + _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 + _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 + _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) + _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 + _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) + [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 + [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 + _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 + _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) + _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 + _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 + _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 + _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 + [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 + _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 + _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) + _SqueezePower("Squeeze: Power", Float) = 1 + _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 + _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 + _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) + _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) + _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) + _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 + [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} + [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 + _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) + [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 + _UVRotateSpeed("UV Rotate: Speed", Float) = 1 + _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 + _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 + _SineRotateAngle("Sine Rotate: Angle", Float) = 15 + _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 + _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 + _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 + _WiggleSpeed("Wiggle: Speed", Float) = 2 + _WiggleFrequency("Wiggle: Frequency", Float) = 2 + _WiggleOffset("Wiggle: Offset", Float) = 0.02 + [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 + [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 + _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) + _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 + _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 + _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) + _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) + [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 + _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 + _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 + _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 + _VibrateOffset("Vibrate: Offset", Float) = 0.04 + _VibrateFrequency("Vibrate: Frequency", Float) = 100 + _VibrateRotation("Vibrate: Rotation", Float) = 4 + [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 + _WindRotation("Wind: Rotation", Float) = 0 + _WindMaxRotation("Wind: Max Rotation", Float) = 2 + _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 + _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 + _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 + [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 + _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 + _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 + _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 + _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 + [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 + [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 + _WindXPosition("Wind: X Position", Float) = 0 + _WindFlip("Wind: Flip", Float) = 0 + [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 + _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 + _SquishStretch("Squish: Stretch", Float) = 0.1 + _SquishSquish("Squish: Squish", Float) = 0.1 + _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 + [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 + _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 + _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 + [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 + _FlameBrightness("Flame: Brightness", Float) = 10 + _FlameSmooth("Flame: Smooth", Float) = 2 + _FlameRadius("Flame: Radius", Float) = 0.2 + _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) + _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 + _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 + _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) + [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 + _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 + _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 + [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 + _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 + _SharpenFactor("Sharpen: Factor", Float) = 4 + _SharpenOffset("Sharpen: Offset", Float) = 2 + [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 + [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 + _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 + _SmokeSmoothness("Smoke: Smoothness", Float) = 1 + _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 + _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 + _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 + [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 + [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 + _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} + _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 + _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) + _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 + _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 + [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 + _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) + _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) + _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 + [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 + _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) + _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) + _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + } + + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Cull Off + Lighting Off + ZWrite Off + Blend SrcAlpha One, One OneMinusSrcAlpha + + + Pass + { + CGPROGRAM + #define ASE_VERSION 19801 + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma multi_compile _ PIXELSNAP_ON + #pragma multi_compile _ ETC1_EXTERNAL_ALPHA + #include "UnityCG.cginc" + #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + }; + + uniform fixed4 _Color; + uniform float _EnableExternalAlpha; + uniform sampler2D _MainTex; + uniform sampler2D _AlphaTex; + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11717( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11664( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11666( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11667( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11675( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11719( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11730( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11756( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11758( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11762( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11767( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11790( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11774( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11801( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11809( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11847( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11844( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11846( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11836( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11838( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11829( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11831( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11824( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11822( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11823( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11818( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11850( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11855( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11853( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11865( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11872( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11880( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11882( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11878( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11874( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11876( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + + v2f vert( appdata_t IN ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( IN.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( IN.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11897 = fixedUV475; + float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11900 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + float temp_output_8_0_g11900 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11900 = ( ( sin( ( temp_output_8_0_g11900 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11900 ); + #else + float2 staticSwitch4_g11900 = temp_output_2_0_g11900; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11901 = temp_output_8_0_g11900; + float3 rotatedValue21_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11901 * _VibrateRotation ) ); + float2 staticSwitch6_g11900 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11901 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy ) + staticSwitch4_g11900 ); + #else + float2 staticSwitch6_g11900 = staticSwitch4_g11900; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11900 = ( staticSwitch6_g11900 + ( (IN.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11900 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11900 = staticSwitch6_g11900; + #endif + float2 temp_output_424_0 = staticSwitch10_g11900; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11716 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (IN.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (IN.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + float linValue16_g11717 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11717 = MyCustomExpression16_g11717( linValue16_g11717 ); + float clampResult14_g11716 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11716 ) ) - localMyCustomExpression16_g11717 ) / temp_output_4_0_g11716 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11714 = shaderPosition235; + float linValue16_g11715 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11714 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11714 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11714 ) + ( localMyCustomExpression16_g11715 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11716; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11714; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + OUT.ase_texcoord1 = screenPos; + OUT.ase_texcoord2.xyz = ase_positionWS; + + OUT.ase_texcoord3 = IN.vertex; + + //setting value to unused interpolator channels and avoid initialization warnings + OUT.ase_texcoord2.w = 0; + + IN.vertex.xyz += float3( staticSwitch142 , 0.0 ); + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = IN.texcoord; + OUT.color = IN.color * _Color; + #ifdef PIXELSNAP_ON + OUT.vertex = UnityPixelSnap (OUT.vertex); + #endif + + return OUT; + } + + fixed4 SampleSpriteTexture (float2 uv) + { + fixed4 color = tex2D (_MainTex, uv); + +#if ETC1_EXTERNAL_ALPHA + // get the color from an external texture (usecase: Alpha support for ETC1 on android) + fixed4 alpha = tex2D (_AlphaTex, uv); + color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); +#endif //ETC1_EXTERNAL_ALPHA + + return color; + } + + fixed4 frag(v2f IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11663 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11664 = _WindMinIntensity; + #else + float staticSwitch117_g11664 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11664 = _WindMaxIntensity; + #else + float staticSwitch118_g11664 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11664 = _WindXPosition; + #else + float staticSwitch111_g11664 = transform62_g11664.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11664 = _WindNoiseScale; + #else + float staticSwitch113_g11664 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11664 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11664 = WindTime; + #endif + float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 ); + float x101_g11664 = temp_output_50_0_g11664; + float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 ); + float2 temp_cast_0 = (temp_output_50_0_g11664).xx; + float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11664 = simplePerlin2D121_g11664; + #else + float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 ); + #endif + float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664); + float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11664 = temp_output_3_0_g11663; + float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip ); + float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 ))); + float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) ); + float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy; + #else + float2 staticSwitch4_g11663 = temp_output_3_0_g11663; + #endif + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (IN.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11665 = shaderPosition235; + float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 ); + float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); + float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11663; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11668 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11668 = rotatedValue136_g11668; + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11673 = unity_OrthoParams.y; + float temp_output_8_0_g11673 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11673 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11673 ); + float2 temp_cast_4 = (temp_output_8_0_g11673).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11675 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11675 = MyCustomExpression16_g11675( linValue16_g11675 ); + float clampResult75_g11673 = clamp( localMyCustomExpression16_g11675 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11673).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11671 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11671; + float linValue16_g11719 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11719 = MyCustomExpression16_g11719( linValue16_g11719 ); + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11719 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11720 = staticSwitch62; + float2 temp_output_26_0_g11720 = shaderPosition235; + float temp_output_25_0_g11720 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11730 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11720 + ( _UVDistortSpeed * temp_output_25_0_g11720 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11730 = MyCustomExpression16_g11730( linValue16_g11730 ); + float2 lerpResult21_g11727 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11730); + float2 appendResult2_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11728 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11727 = ( _UVDistortFade * ( tex2DNode3_g11728.r * tex2DNode3_g11728.a ) ); + #else + float staticSwitch29_g11727 = _UVDistortFade; + #endif + float2 staticSwitch5_g11720 = ( temp_output_1_0_g11720 + ( lerpResult21_g11727 * ( 100.0 / appendResult2_g11729 ) * staticSwitch29_g11727 ) ); + #else + float2 staticSwitch5_g11720 = temp_output_1_0_g11720; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11726 = staticSwitch5_g11720; + float2 staticSwitch7_g11720 = ( temp_output_1_0_g11726 + ( ( temp_output_1_0_g11726 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11726 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11720 = staticSwitch5_g11720; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11725 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11720 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11720 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11720 = (rotatedValue36_g11725).xy; + #else + float2 staticSwitch9_g11720 = staticSwitch7_g11720; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11724 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11720 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11720 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11720 = (rotatedValue8_g11724).xy; + #else + float2 staticSwitch16_g11720 = staticSwitch9_g11720; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11720 = ( ( _UVScrollSpeed * temp_output_25_0_g11720 ) + staticSwitch16_g11720 ); + #else + float2 staticSwitch14_g11720 = staticSwitch16_g11720; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11722 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11722 = ( ( _PixelatePixelDensity * ( appendResult35_g11722 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11722 = clamp( ( floor( ( MultFactor30_g11722 * ( staticSwitch14_g11720 + ( float2( 0.5,0.5 ) / MultFactor30_g11722 ) ) ) ) / MultFactor30_g11722 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11720 = clampResult46_g11722; + #else + float2 staticSwitch4_g11720 = staticSwitch14_g11720; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11720 = ( ( ( staticSwitch4_g11720 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11720 = staticSwitch4_g11720; + #endif + float2 temp_output_1_0_g11731 = staticSwitch24_g11720; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11731 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11720.y + ( _WiggleSpeed * temp_output_25_0_g11720 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11731 = ( temp_output_7_0_g11731 * temp_output_1_0_g11731.y ); + #else + float staticSwitch18_g11731 = temp_output_7_0_g11731; + #endif + float2 appendResult12_g11731 = (float2(staticSwitch18_g11731 , 0.0)); + float2 staticSwitch13_g11731 = ( temp_output_1_0_g11731 + appendResult12_g11731 ); + #else + float2 staticSwitch13_g11731 = temp_output_1_0_g11731; + #endif + float2 temp_output_484_0 = staticSwitch13_g11731; + float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11716 = max( _FadingWidth , 0.001 ); + float linValue16_g11717 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11717 = MyCustomExpression16_g11717( linValue16_g11717 ); + float clampResult14_g11716 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11716 ) ) - localMyCustomExpression16_g11717 ) / temp_output_4_0_g11716 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11714 = shaderPosition235; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11714 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11714 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11714 ) + ( localMyCustomExpression16_g11715 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11716; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11714; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11732 = staticSwitch485; + float2 break11_g11732 = float2( 0,0 ); + float2 break10_g11732 = float2( 1,1 ); + float2 break9_g11732 = spriteRectMin376; + float2 break8_g11732 = spriteRectMax377; + float2 appendResult15_g11732 = (float2((break9_g11732.x + (break14_g11732.x - break11_g11732.x) * (break8_g11732.x - break9_g11732.x) / (break10_g11732.x - break11_g11732.x)) , (break9_g11732.y + (break14_g11732.y - break11_g11732.y) * (break8_g11732.y - break9_g11732.y) / (break10_g11732.y - break11_g11732.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11732 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11733 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11733 ) ) / appendResult7_g11733 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11734 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11735 = _MainTex; + float4 textureTexelSize3_g11735 = _MainTex_TexelSize; + float2 uvs3_g11735 = temp_output_1_0_g11734; + float4 localtexturePointSmooth3_g11735 = texturePointSmooth( tex3_g11735 , textureTexelSize3_g11735 , uvs3_g11735 ); + float4 staticSwitch8_g11734 = localtexturePointSmooth3_g11735; + #else + float4 staticSwitch8_g11734 = tex2D( _MainTex, temp_output_1_0_g11734 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11736 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11746 = temp_output_10_0_g11736; + float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); + float2 temp_output_7_0_g11736 = temp_output_1_0_g11734; + float2 temp_output_1_0_g11746 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; + float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); + float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); + float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; + float temp_output_2_0_g11737 = temp_output_10_0_g11736; + float2 appendResult16_g11737 = (float2(temp_output_2_0_g11737 , 0.0)); + float2 appendResult25_g11739 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11739 = ( appendResult16_g11737 * appendResult25_g11739 ); + float2 temp_output_1_0_g11737 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11739 = temp_output_1_0_g11737; + float2 appendResult17_g11737 = (float2(0.0 , temp_output_2_0_g11737)); + float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11738 = ( appendResult17_g11737 * appendResult25_g11738 ); + float2 temp_output_1_0_g11738 = temp_output_1_0_g11737; + float temp_output_2_0_g11743 = temp_output_10_0_g11736; + float2 appendResult16_g11743 = (float2(temp_output_2_0_g11743 , 0.0)); + float2 appendResult25_g11745 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11745 = ( appendResult16_g11743 * appendResult25_g11745 ); + float2 temp_output_1_0_g11743 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11745 = temp_output_1_0_g11743; + float2 appendResult17_g11743 = (float2(0.0 , temp_output_2_0_g11743)); + float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11744 = ( appendResult17_g11743 * appendResult25_g11744 ); + float2 temp_output_1_0_g11744 = temp_output_1_0_g11743; + float temp_output_2_0_g11740 = temp_output_10_0_g11736; + float2 appendResult16_g11740 = (float2(temp_output_2_0_g11740 , 0.0)); + float2 appendResult25_g11742 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11742 = ( appendResult16_g11740 * appendResult25_g11742 ); + float2 temp_output_1_0_g11740 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11742 = temp_output_1_0_g11740; + float2 appendResult17_g11740 = (float2(0.0 , temp_output_2_0_g11740)); + float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11741 = ( appendResult17_g11740 * appendResult25_g11741 ); + float2 temp_output_1_0_g11741 = temp_output_1_0_g11740; + float4 staticSwitch3_g11734 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11739 + temp_output_1_0_g11739 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11739 + temp_output_1_0_g11739 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11745 + temp_output_1_0_g11745 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11745 + temp_output_1_0_g11745 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11742 + temp_output_1_0_g11742 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11742 + temp_output_1_0_g11742 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11734 = staticSwitch8_g11734; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11749 = temp_output_1_0_g11734; + float4 tex2DNode4_g11749 = tex2D( _MainTex, temp_output_1_0_g11749 ); + float temp_output_2_0_g11750 = _SharpenOffset; + float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); + float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; + float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; + float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); + float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float4 break22_g11749 = ( tex2DNode4_g11749 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) / 4.0 ) - tex2DNode4_g11749 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11749 = clamp( break22_g11749.a , 0.0 , 1.0 ); + float4 appendResult24_g11749 = (float4(break22_g11749.r , break22_g11749.g , break22_g11749.b , clampResult23_g11749)); + float4 staticSwitch12_g11734 = appendResult24_g11749; + #else + float4 staticSwitch12_g11734 = staticSwitch3_g11734; + #endif + float4 temp_output_471_0 = staticSwitch12_g11734; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11753 = temp_output_471_0; + float4 appendResult8_g11753 = (float4(( (temp_output_1_0_g11753).rgb * (IN.color).rgb ) , temp_output_1_0_g11753.a)); + float4 staticSwitch354 = appendResult8_g11753; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11754 = originalColor191; + float4 temp_output_1_0_g11755 = temp_output_1_0_g11754; + float2 temp_output_7_0_g11754 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11755 = temp_output_7_0_g11754; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11756 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11755 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11756 = MyCustomExpression16_g11756( linValue16_g11756 ); + float clampResult28_g11755 = clamp( ( ( ( localMyCustomExpression16_g11756 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11755 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11755 = lerp( (temp_output_1_0_g11755).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11755 ) * _SmokeDarkEdge )); + float4 appendResult31_g11755 = (float4(lerpResult34_g11755 , ( clampResult28_g11755 * _SmokeAlpha * temp_output_1_0_g11755.a ))); + float4 staticSwitch2_g11754 = appendResult31_g11755; + #else + float4 staticSwitch2_g11754 = temp_output_1_0_g11754; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11757 = staticSwitch2_g11754; + float2 temp_output_57_0_g11757 = temp_output_7_0_g11754; + float4 tex2DNode3_g11757 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11757 ); + float linValue16_g11758 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11757 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); + float clampResult37_g11757 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11757.r + ( localMyCustomExpression16_g11758 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11757 = (float4((temp_output_1_0_g11757).rgb , ( temp_output_1_0_g11757.a * pow( clampResult37_g11757 , ( _CustomFadeSmoothness / max( tex2DNode3_g11757.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11754 = appendResult13_g11757; + #else + float4 staticSwitch3_g11754 = staticSwitch2_g11754; + #endif + float4 temp_output_1_0_g11759 = staticSwitch3_g11754; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11760 = temp_output_1_0_g11759; + float2 appendResult4_g11760 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11760 = ( appendResult4_g11760 * _CheckerboardTiling * 0.5 ); + float2 break12_g11760 = step( ( ceil( temp_output_44_0_g11760 ) - temp_output_44_0_g11760 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11760 = (float4(( (temp_output_1_0_g11760).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11760.x + break12_g11760.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11760.a)); + float4 staticSwitch2_g11759 = appendResult42_g11760; + #else + float4 staticSwitch2_g11759 = temp_output_1_0_g11759; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11761 = finalUV146; + float linValue16_g11762 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11761 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 ); + float saferPower57_g11761 = abs( max( ( temp_output_75_0_g11761.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11761 = max( _FlameRadius , 0.01 ); + float clampResult70_g11761 = clamp( ( ( ( localMyCustomExpression16_g11762 * pow( saferPower57_g11761 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11761 - distance( temp_output_75_0_g11761 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11761 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11761 = ( clampResult70_g11761 * _FlameBrightness ); + float4 appendResult31_g11761 = (float4(temp_output_63_0_g11761 , temp_output_63_0_g11761 , temp_output_63_0_g11761 , clampResult70_g11761)); + float4 staticSwitch6_g11759 = ( appendResult31_g11761 * staticSwitch2_g11759 ); + #else + float4 staticSwitch6_g11759 = staticSwitch2_g11759; + #endif + float4 temp_output_3_0_g11763 = staticSwitch6_g11759; + float4 temp_output_1_0_g11795 = temp_output_3_0_g11763; + float4 appendResult91_g11795 = (float4((temp_output_1_0_g11795).rgb , 1.0)); + float2 temp_output_1_0_g11763 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11795 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11763 ); + #else + float4 staticSwitch81_g11795 = appendResult91_g11795; + #endif + float3 break82_g11795 = (staticSwitch81_g11795).xyz; + float temp_output_84_0_g11795 = max( ( break82_g11795.x + break82_g11795.y + break82_g11795.z ) , 0.001 ); + float4 break71_g11795 = ( ( _RecolorRGBRedTint * ( break82_g11795.x / temp_output_84_0_g11795 ) ) + ( _RecolorRGBGreenTint * ( break82_g11795.y / temp_output_84_0_g11795 ) ) + ( ( break82_g11795.z / temp_output_84_0_g11795 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11795 = (float3(break71_g11795.r , break71_g11795.g , break71_g11795.b)); + float4 break2_g11796 = temp_output_1_0_g11795; + float saferPower57_g11795 = abs( ( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 ) ); + float3 lerpResult26_g11795 = lerp( (temp_output_1_0_g11795).rgb , ( appendResult56_g11795 * pow( saferPower57_g11795 , ( max( break71_g11795.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11795.w * _RecolorRGBFade )); + float4 appendResult30_g11795 = (float4(lerpResult26_g11795 , temp_output_1_0_g11795.a)); + float4 staticSwitch43_g11763 = appendResult30_g11795; + #else + float4 staticSwitch43_g11763 = temp_output_3_0_g11763; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11793 = staticSwitch43_g11763; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11793 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11763 ); + #else + float4 staticSwitch62_g11793 = temp_output_1_0_g11793; + #endif + float3 hsvTorgb33_g11793 = RGBToHSV( staticSwitch62_g11793.rgb ); + float temp_output_43_0_g11793 = ( ( hsvTorgb33_g11793.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11793 = 0; + if( temp_output_43_0_g11793 >= 0.8333333 ) + ifLocalVar46_g11793 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11793 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11793 = 0; + if( temp_output_43_0_g11793 <= 0.6666667 ) + ifLocalVar44_g11793 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11793 = ifLocalVar46_g11793; + float4 ifLocalVar47_g11793 = 0; + if( temp_output_43_0_g11793 <= 0.3333333 ) + ifLocalVar47_g11793 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11793 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11793 = 0; + if( temp_output_43_0_g11793 <= 0.1666667 ) + ifLocalVar45_g11793 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11793 = ifLocalVar47_g11793; + float4 ifLocalVar35_g11793 = 0; + if( temp_output_43_0_g11793 >= 0.5 ) + ifLocalVar35_g11793 = ifLocalVar44_g11793; + else + ifLocalVar35_g11793 = ifLocalVar45_g11793; + float4 break55_g11793 = ifLocalVar35_g11793; + float3 appendResult56_g11793 = (float3(break55_g11793.r , break55_g11793.g , break55_g11793.b)); + float4 break2_g11794 = temp_output_1_0_g11793; + float saferPower57_g11793 = abs( ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ) ); + float3 lerpResult26_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( appendResult56_g11793 * pow( saferPower57_g11793 , max( ( break55_g11793.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11793.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11793 = (float4(lerpResult26_g11793 , temp_output_1_0_g11793.a)); + float4 staticSwitch9_g11763 = appendResult30_g11793; + #else + float4 staticSwitch9_g11763 = staticSwitch43_g11763; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11767 = staticSwitch9_g11763; + float3 temp_output_2_0_g11767 = (temp_output_1_0_g11767).rgb; + float3 In115_g11767 = temp_output_2_0_g11767; + float3 From115_g11767 = (_ColorReplaceFromColor).rgb; + float4 break2_g11768 = temp_output_1_0_g11767; + float3 To115_g11767 = ( pow( max( ( ( break2_g11768.x + break2_g11768.x + break2_g11768.y + break2_g11768.y + break2_g11768.y + break2_g11768.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11767 = _ColorReplaceSmoothness; + float Range115_g11767 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11767 = MyCustomExpression115_g11767( In115_g11767 , From115_g11767 , To115_g11767 , Fuzziness115_g11767 , Range115_g11767 ); + float3 lerpResult112_g11767 = lerp( temp_output_2_0_g11767 , localMyCustomExpression115_g11767 , _ColorReplaceFade); + float4 appendResult4_g11767 = (float4(lerpResult112_g11767 , temp_output_1_0_g11767.a)); + float4 staticSwitch29_g11763 = appendResult4_g11767; + #else + float4 staticSwitch29_g11763 = staticSwitch9_g11763; + #endif + float4 temp_output_1_0_g11780 = staticSwitch29_g11763; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11780 = (temp_output_1_0_g11780).rgb; + float3 lerpResult3_g11780 = lerp( temp_output_9_0_g11780 , ( 1.0 - temp_output_9_0_g11780 ) , _NegativeFade); + float4 appendResult8_g11780 = (float4(lerpResult3_g11780 , temp_output_1_0_g11780.a)); + float4 staticSwitch4_g11780 = appendResult8_g11780; + #else + float4 staticSwitch4_g11780 = temp_output_1_0_g11780; + #endif + float4 temp_output_57_0_g11763 = staticSwitch4_g11780; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11803 = temp_output_57_0_g11763; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11803 = (float4(pow( max( (temp_output_1_0_g11803).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11803.a)); + float4 staticSwitch32_g11763 = appendResult4_g11803; + #else + float4 staticSwitch32_g11763 = temp_output_57_0_g11763; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11778 = staticSwitch32_g11763; + float4 appendResult6_g11778 = (float4(( (temp_output_2_0_g11778).rgb * _Brightness ) , temp_output_2_0_g11778.a)); + float4 staticSwitch33_g11763 = appendResult6_g11778; + #else + float4 staticSwitch33_g11763 = staticSwitch32_g11763; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11779 = staticSwitch33_g11763; + float3 hsvTorgb1_g11779 = RGBToHSV( temp_output_2_0_g11779.rgb ); + float3 hsvTorgb3_g11779 = HSVToRGB( float3(( hsvTorgb1_g11779.x + _Hue ),hsvTorgb1_g11779.y,hsvTorgb1_g11779.z) ); + float4 appendResult8_g11779 = (float4(hsvTorgb3_g11779 , temp_output_2_0_g11779.a)); + float4 staticSwitch36_g11763 = appendResult8_g11779; + #else + float4 staticSwitch36_g11763 = staticSwitch33_g11763; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11797 = staticSwitch36_g11763; + float4 break2_g11798 = temp_output_1_0_g11797; + float temp_output_3_0_g11797 = ( ( break2_g11798.x + break2_g11798.x + break2_g11798.y + break2_g11798.y + break2_g11798.y + break2_g11798.z ) / 6.0 ); + float clampResult25_g11797 = clamp( ( ( ( ( temp_output_3_0_g11797 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11797 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11797); + float3 lerpResult11_g11797 = lerp( (temp_output_1_0_g11797).rgb , ( lerpResult6_g11797 * pow( max( temp_output_3_0_g11797 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11797 = (float4(lerpResult11_g11797 , temp_output_1_0_g11797.a)); + float4 staticSwitch30_g11763 = appendResult18_g11797; + #else + float4 staticSwitch30_g11763 = staticSwitch36_g11763; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11775 = staticSwitch30_g11763; + float3 temp_output_4_0_g11775 = (temp_output_1_0_g11775).rgb; + float4 break12_g11775 = temp_output_1_0_g11775; + float3 lerpResult7_g11775 = lerp( temp_output_4_0_g11775 , ( temp_output_4_0_g11775 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11775.r , break12_g11775.g ) , break12_g11775.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11775 = lerp( temp_output_4_0_g11775 , lerpResult7_g11775 , _BlackTintFade); + float4 appendResult11_g11775 = (float4(lerpResult13_g11775 , break12_g11775.a)); + float4 staticSwitch20_g11763 = appendResult11_g11775; + #else + float4 staticSwitch20_g11763 = staticSwitch30_g11763; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11789 = staticSwitch20_g11763; + float4 break2_g11791 = temp_output_1_0_g11789; + float2 temp_output_65_0_g11789 = shaderPosition235; + float linValue16_g11790 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11789 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11790 = MyCustomExpression16_g11790( linValue16_g11790 ); + float clampResult53_g11789 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11789 ) ) + ( localMyCustomExpression16_g11790 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11791.x + break2_g11791.x + break2_g11791.y + break2_g11791.y + break2_g11791.y + break2_g11791.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11789 )); + float4 appendResult9_g11789 = (float4(lerpResult7_g11789 , (temp_output_1_0_g11789).a)); + float4 staticSwitch17_g11763 = appendResult9_g11789; + #else + float4 staticSwitch17_g11763 = staticSwitch20_g11763; + #endif + float temp_output_39_0_g11763 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11781 = staticSwitch17_g11763; + float3 hsvTorgb15_g11781 = RGBToHSV( (temp_output_1_0_g11781).rgb ); + float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11763 * _ShiftHueSpeed ) + hsvTorgb15_g11781.x ),hsvTorgb15_g11781.y,hsvTorgb15_g11781.z) ); + float4 appendResult6_g11781 = (float4(hsvTorgb19_g11781 , temp_output_1_0_g11781.a)); + float4 staticSwitch19_g11763 = appendResult6_g11781; + #else + float4 staticSwitch19_g11763 = staticSwitch17_g11763; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11785 = HSVToRGB( float3(( ( temp_output_39_0_g11763 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11785 = staticSwitch19_g11763; + float4 break2_g11787 = temp_output_1_0_g11785; + float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11786 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11785 = ( _AddHueFade * ( tex2DNode3_g11786.r * tex2DNode3_g11786.a ) ); + #else + float staticSwitch33_g11785 = _AddHueFade; + #endif + float4 appendResult6_g11785 = (float4(( ( hsvTorgb19_g11785 * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11785 ) + (temp_output_1_0_g11785).rgb ) , temp_output_1_0_g11785.a)); + float4 staticSwitch23_g11763 = appendResult6_g11785; + #else + float4 staticSwitch23_g11763 = staticSwitch19_g11763; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11782 = staticSwitch23_g11763; + float4 break2_g11783 = temp_output_1_0_g11782; + float3 temp_output_13_0_g11782 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11782 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11782 = ( (tex2DNode30_g11782).rgb * temp_output_13_0_g11782 * tex2DNode30_g11782.a ); + #else + float3 staticSwitch27_g11782 = temp_output_13_0_g11782; + #endif + float4 appendResult21_g11782 = (float4(( (temp_output_1_0_g11782).rgb + ( pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11782 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11763 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11782.a)); + float4 staticSwitch28_g11763 = appendResult21_g11782; + #else + float4 staticSwitch28_g11763 = staticSwitch23_g11763; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11770 = staticSwitch28_g11763; + float4 break2_g11771 = temp_output_1_0_g11770; + float3 temp_cast_46 = (( ( break2_g11771.x + break2_g11771.x + break2_g11771.y + break2_g11771.y + break2_g11771.y + break2_g11771.z ) / 6.0 )).xxx; + float3 lerpResult5_g11770 = lerp( temp_cast_46 , (temp_output_1_0_g11770).rgb , _Saturation); + float4 appendResult8_g11770 = (float4(lerpResult5_g11770 , temp_output_1_0_g11770.a)); + float4 staticSwitch38_g11763 = appendResult8_g11770; + #else + float4 staticSwitch38_g11763 = staticSwitch28_g11763; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11772 = staticSwitch38_g11763; + float3 temp_output_82_0_g11772 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11772 = temp_output_1_0_g11763; + float temp_output_179_0_g11772 = temp_output_39_0_g11763; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11772 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11772 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11772 ) ) )).rgb * temp_output_82_0_g11772 ); + #else + float3 staticSwitch187_g11772 = temp_output_82_0_g11772; + #endif + float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11772 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11772 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11772 = ( ( localMyCustomExpression16_g11774 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11772 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11772 = ( staticSwitch169_g11772 + temp_output_7_0_g11772 ); + float2 appendResult2_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11772 = ( 100.0 / appendResult2_g11773 ); + float temp_output_178_0_g11772 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11772 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) ) ); + float3 lerpResult176_g11772 = lerp( (temp_output_15_0_g11772).rgb , staticSwitch187_g11772 , temp_output_178_0_g11772); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11772 = ( temp_output_178_0_g11772 * temp_output_15_0_g11772.a ); + #else + float staticSwitch188_g11772 = temp_output_15_0_g11772.a; + #endif + float4 appendResult177_g11772 = (float4(lerpResult176_g11772 , staticSwitch188_g11772)); + float4 staticSwitch12_g11763 = appendResult177_g11772; + #else + float4 staticSwitch12_g11763 = staticSwitch38_g11763; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11800 = staticSwitch12_g11763; + float3 temp_output_82_0_g11800 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11800 = temp_output_1_0_g11763; + float temp_output_186_0_g11800 = temp_output_39_0_g11763; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11800 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11800 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11800 ) ) )).rgb * temp_output_82_0_g11800 ); + #else + float3 staticSwitch199_g11800 = temp_output_82_0_g11800; + #endif + float temp_output_182_0_g11800 = ( ( 1.0 - temp_output_15_0_g11800.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11800 = 1.0; + #else + float staticSwitch203_g11800 = temp_output_182_0_g11800; + #endif + float3 lerpResult178_g11800 = lerp( (temp_output_15_0_g11800).rgb , staticSwitch199_g11800 , staticSwitch203_g11800); + float3 lerpResult170_g11800 = lerp( lerpResult178_g11800 , staticSwitch199_g11800 , staticSwitch203_g11800); + float linValue16_g11801 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11800 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11800 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11801 = MyCustomExpression16_g11801( linValue16_g11801 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11800 = ( ( localMyCustomExpression16_g11801 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11800 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11800 = ( staticSwitch157_g11800 + temp_output_7_0_g11800 ); + float2 appendResult2_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11800 = ( 100.0 / appendResult2_g11802 ); + float lerpResult168_g11800 = lerp( temp_output_15_0_g11800.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11800 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11800 = ( temp_output_182_0_g11800 * lerpResult168_g11800 ); + #else + float staticSwitch200_g11800 = lerpResult168_g11800; + #endif + float4 appendResult174_g11800 = (float4(lerpResult170_g11800 , staticSwitch200_g11800)); + float4 staticSwitch13_g11763 = appendResult174_g11800; + #else + float4 staticSwitch13_g11763 = staticSwitch12_g11763; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11777 = staticSwitch13_g11763; + float3 temp_output_82_0_g11777 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11777 = temp_output_1_0_g11763; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11777 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11777 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11763 ) ) )).rgb * temp_output_82_0_g11777 ); + #else + float3 staticSwitch199_g11777 = temp_output_82_0_g11777; + #endif + float temp_output_213_0_g11777 = ( _PixelOutlineFade * step( temp_output_15_0_g11777.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11777 = ( ( 1.0 - temp_output_15_0_g11777.a ) * min( ( temp_output_213_0_g11777 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11777 = 1.0; + #else + float staticSwitch203_g11777 = temp_output_182_0_g11777; + #endif + float3 lerpResult178_g11777 = lerp( (temp_output_15_0_g11777).rgb , staticSwitch199_g11777 , staticSwitch203_g11777); + float3 lerpResult170_g11777 = lerp( lerpResult178_g11777 , staticSwitch199_g11777 , staticSwitch203_g11777); + float2 appendResult206_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11777 = ( float2( 1,1 ) / appendResult206_g11777 ); + float lerpResult168_g11777 = lerp( temp_output_15_0_g11777.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11777 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11777 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11777 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11777 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11777); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11777 = ( temp_output_182_0_g11777 * lerpResult168_g11777 ); + #else + float staticSwitch200_g11777 = lerpResult168_g11777; + #endif + float4 appendResult174_g11777 = (float4(lerpResult170_g11777 , staticSwitch200_g11777)); + float4 staticSwitch48_g11763 = appendResult174_g11777; + #else + float4 staticSwitch48_g11763 = staticSwitch13_g11763; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11764 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11763 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11764 = staticSwitch48_g11763; + float4 break2_g11765 = temp_output_5_0_g11764; + float4 appendResult12_g11764 = (float4(( ( lerpResult15_g11764 * _PingPongGlowFade * pow( max( ( ( break2_g11765.x + break2_g11765.x + break2_g11765.y + break2_g11765.y + break2_g11765.y + break2_g11765.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11764).rgb ) , temp_output_5_0_g11764.a)); + float4 staticSwitch46_g11763 = appendResult12_g11764; + #else + float4 staticSwitch46_g11763 = staticSwitch48_g11763; + #endif + float4 temp_output_361_0 = staticSwitch46_g11763; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11805 = temp_output_361_0; + float4 break2_g11806 = temp_output_1_0_g11805; + float temp_output_44_0_g11805 = unity_OrthoParams.y; + float4 appendResult22_g11805 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11805 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11805 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11805.a ))); + float4 lerpResult37_g11805 = lerp( temp_output_1_0_g11805 , appendResult22_g11805 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11805; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11808 = staticSwitch56; + float4 break2_g11810 = temp_output_1_0_g11808; + float temp_output_34_0_g11808 = shaderTime237; + float linValue16_g11809 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11808 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11809 = MyCustomExpression16_g11809( linValue16_g11809 ); + float3 hsvTorgb3_g11811 = HSVToRGB( float3(( localMyCustomExpression16_g11809 + ( temp_output_34_0_g11808 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11808 = lerp( (temp_output_1_0_g11808).rgb , ( ( ( break2_g11810.x + break2_g11810.x + break2_g11810.y + break2_g11810.y + break2_g11810.y + break2_g11810.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11811 ) , glitchFade152); + float4 appendResult27_g11808 = (float4(lerpResult23_g11808 , temp_output_1_0_g11808.a)); + float4 staticSwitch57 = appendResult27_g11808; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11812 = staticSwitch57; + float4 temp_output_1_0_g11842 = temp_output_3_0_g11812; + float2 temp_output_41_0_g11812 = shaderPosition235; + float2 temp_output_99_0_g11842 = temp_output_41_0_g11812; + float temp_output_40_0_g11812 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11847 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11812 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11842 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11847 = MyCustomExpression16_g11847( linValue16_g11847 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11842 = ( ( ( localMyCustomExpression16_g11847 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11842 ); + #else + float2 staticSwitch101_g11842 = temp_output_99_0_g11842; + #endif + float linValue16_g11844 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11842 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 ); + float clampResult52_g11842 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11844 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11842 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11842 ) , clampResult52_g11842); + float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11842 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); + float clampResult65_g11842 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11846 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11842 = lerp( lerpResult55_g11842 , ( _CamouflageColorB * clampResult65_g11842 ) , clampResult65_g11842); + float4 break2_g11845 = temp_output_1_0_g11842; + float3 lerpResult4_g11842 = lerp( (temp_output_1_0_g11842).rgb , ( (lerpResult68_g11842).rgb * pow( max( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11842 = (float4(lerpResult4_g11842 , temp_output_1_0_g11842.a)); + float4 staticSwitch26_g11812 = appendResult7_g11842; + #else + float4 staticSwitch26_g11812 = temp_output_3_0_g11812; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11835 = staticSwitch26_g11812; + float temp_output_59_0_g11835 = temp_output_40_0_g11812; + float2 temp_output_58_0_g11835 = temp_output_41_0_g11812; + float linValue16_g11836 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11835 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11835 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11836 = MyCustomExpression16_g11836( linValue16_g11836 ); + float linValue16_g11838 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11836 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11835 * _MetalNoiseSpeed ) + temp_output_58_0_g11835 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11838 = MyCustomExpression16_g11838( linValue16_g11838 ); + float4 break2_g11837 = temp_output_1_0_g11835; + float temp_output_5_0_g11835 = ( ( break2_g11837.x + break2_g11837.x + break2_g11837.y + break2_g11837.y + break2_g11837.y + break2_g11837.z ) / 6.0 ); + float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11840 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11835 = ( _MetalFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) ); + #else + float staticSwitch60_g11835 = _MetalFade; + #endif + float4 lerpResult45_g11835 = lerp( temp_output_1_0_g11835 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11838 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11835 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11835 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11835); + float4 appendResult8_g11835 = (float4((lerpResult45_g11835).rgb , (temp_output_1_0_g11835).a)); + float4 staticSwitch28_g11812 = appendResult8_g11835; + #else + float4 staticSwitch28_g11812 = staticSwitch26_g11812; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11827 = staticSwitch28_g11812; + float4 break2_g11828 = temp_output_1_0_g11827; + float temp_output_7_0_g11827 = ( ( break2_g11828.x + break2_g11828.x + break2_g11828.y + break2_g11828.y + break2_g11828.y + break2_g11828.z ) / 6.0 ); + float2 temp_output_72_0_g11827 = temp_output_41_0_g11812; + float linValue16_g11829 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11827 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11829 = MyCustomExpression16_g11829( linValue16_g11829 ); + float temp_output_73_0_g11827 = temp_output_40_0_g11812; + float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11827 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11827 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11831 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11827 * _FrozenHighlightSpeed ) + temp_output_72_0_g11827 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float3 lerpResult57_g11827 = lerp( (temp_output_1_0_g11827).rgb , ( ( pow( max( temp_output_7_0_g11827 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11827 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11829 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11832 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11827 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11827 = (float4(lerpResult57_g11827 , temp_output_1_0_g11827.a)); + float4 staticSwitch29_g11812 = appendResult26_g11827; + #else + float4 staticSwitch29_g11812 = staticSwitch28_g11812; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11821 = staticSwitch29_g11812; + float3 temp_output_28_0_g11821 = (temp_output_1_0_g11821).rgb; + float4 break2_g11825 = float4( temp_output_28_0_g11821 , 0.0 ); + float2 temp_output_72_0_g11821 = temp_output_41_0_g11812; + float linValue16_g11824 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11821 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11824 = MyCustomExpression16_g11824( linValue16_g11824 ); + float linValue16_g11822 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11824 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11821 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); + float clampResult68_g11821 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11822 ) , 0.0 , 1.0 ); + float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11821 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); + float temp_output_15_0_g11821 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11821 , _BurnPosition ) ) + ( localMyCustomExpression16_g11823 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11821 = clamp( temp_output_15_0_g11821 , 0.0 , 1.0 ); + float3 lerpResult29_g11821 = lerp( temp_output_28_0_g11821 , ( pow( max( ( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11821 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11821); + float3 lerpResult40_g11821 = lerp( temp_output_28_0_g11821 , ( lerpResult29_g11821 + ( ( step( temp_output_15_0_g11821 , 1.0 ) * step( 0.0 , temp_output_15_0_g11821 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11821 = (float4(lerpResult40_g11821 , temp_output_1_0_g11821.a)); + float4 staticSwitch32_g11812 = appendResult43_g11821; + #else + float4 staticSwitch32_g11812 = staticSwitch29_g11812; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11817 = temp_output_41_0_g11812; + float linValue16_g11818 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11817 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); + float3 hsvTorgb3_g11820 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11817 , _RainbowCenter ) + ( localMyCustomExpression16_g11818 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11812 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11817 = RGBToHSV( hsvTorgb3_g11820 ); + float3 hsvTorgb37_g11817 = HSVToRGB( float3(hsvTorgb36_g11817.x,_RainbowSaturation,( hsvTorgb36_g11817.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11817 = staticSwitch32_g11812; + float4 break2_g11819 = temp_output_1_0_g11817; + float saferPower24_g11817 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) ); + float4 appendResult29_g11817 = (float4(( ( hsvTorgb37_g11817 * pow( saferPower24_g11817 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11817).rgb ) , temp_output_1_0_g11817.a)); + float4 staticSwitch34_g11812 = appendResult29_g11817; + #else + float4 staticSwitch34_g11812 = staticSwitch32_g11812; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11813 = staticSwitch34_g11812; + float3 temp_output_57_0_g11813 = (temp_output_1_0_g11813).rgb; + float4 break2_g11815 = temp_output_1_0_g11813; + float3 temp_cast_69 = (( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 )).xxx; + float3 lerpResult92_g11813 = lerp( temp_cast_69 , temp_output_57_0_g11813 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11813 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11812 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11813 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11813 = clamp( ( ( ( sin( ( rotatedValue69_g11813.x - ( temp_output_40_0_g11812 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11813 ) ) / temp_output_103_0_g11813 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11814 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11813 = ( _ShineFade * ( tex2DNode3_g11814.r * tex2DNode3_g11814.a ) ); + #else + float staticSwitch98_g11813 = _ShineFade; + #endif + float4 appendResult8_g11813 = (float4(( temp_output_57_0_g11813 + ( ( pow( max( lerpResult92_g11813 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11813 * staticSwitch98_g11813 ) ) , (temp_output_1_0_g11813).a)); + float4 staticSwitch36_g11812 = appendResult8_g11813; + #else + float4 staticSwitch36_g11812 = staticSwitch34_g11812; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11848 = temp_output_40_0_g11812; + float linValue16_g11850 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11848 * _PoisonNoiseSpeed ) + temp_output_41_0_g11812 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 ); + float3 temp_output_24_0_g11848 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11848 = staticSwitch36_g11812; + float3 temp_output_28_0_g11848 = (temp_output_1_0_g11848).rgb; + float4 break2_g11849 = float4( temp_output_28_0_g11848 , 0.0 ); + float3 lerpResult32_g11848 = lerp( temp_output_28_0_g11848 , ( temp_output_24_0_g11848 * ( ( break2_g11849.x + break2_g11849.x + break2_g11849.y + break2_g11849.y + break2_g11849.y + break2_g11849.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11848 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11850 + ( temp_output_41_0_g11848 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11848 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11848 ) , temp_output_1_0_g11848.a)); + float4 staticSwitch39_g11812 = appendResult27_g11848; + #else + float4 staticSwitch39_g11812 = staticSwitch36_g11812; + #endif + float4 temp_output_10_0_g11852 = staticSwitch39_g11812; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11852 = (temp_output_10_0_g11852).rgb; + float2 temp_output_2_0_g11852 = temp_output_41_0_g11812; + float temp_output_1_0_g11852 = temp_output_40_0_g11812; + float2 temp_output_6_0_g11852 = ( temp_output_1_0_g11852 * _EnchantedSpeed ); + float linValue16_g11855 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11852 - ( ( temp_output_6_0_g11852 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); + float linValue16_g11853 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11852 + temp_output_2_0_g11852 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11853 = MyCustomExpression16_g11853( linValue16_g11853 ); + float temp_output_36_0_g11852 = ( localMyCustomExpression16_g11855 + localMyCustomExpression16_g11853 ); + float temp_output_43_0_g11852 = ( temp_output_36_0_g11852 * 0.5 ); + float3 lerpResult42_g11852 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11852); + float3 hsvTorgb53_g11852 = HSVToRGB( float3(( ( temp_output_43_0_g11852 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11852 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11852 = hsvTorgb53_g11852; + #else + float3 staticSwitch50_g11852 = lerpResult42_g11852; + #endif + float4 break2_g11854 = temp_output_10_0_g11852; + float3 temp_output_40_0_g11852 = ( staticSwitch50_g11852 * pow( max( ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11852 = ( max( ( temp_output_36_0_g11852 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11852 = lerp( temp_output_12_0_g11852 , temp_output_40_0_g11852 , temp_output_45_0_g11852); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11852 = lerpResult44_g11852; + #else + float3 staticSwitch47_g11852 = ( temp_output_12_0_g11852 + ( temp_output_40_0_g11852 * temp_output_45_0_g11852 ) ); + #endif + float4 appendResult19_g11852 = (float4(staticSwitch47_g11852 , temp_output_10_0_g11852.a)); + float4 staticSwitch11_g11852 = appendResult19_g11852; + #else + float4 staticSwitch11_g11852 = temp_output_10_0_g11852; + #endif + float4 temp_output_1_0_g11857 = staticSwitch11_g11852; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11857 = temp_output_1_0_g11857; + float3 appendResult32_g11857 = (float3(break5_g11857.r , break5_g11857.g , break5_g11857.b)); + float4 break2_g11858 = temp_output_1_0_g11857; + float temp_output_4_0_g11857 = ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ); + float temp_output_11_0_g11857 = ( ( ( temp_output_4_0_g11857 + ( temp_output_40_0_g11812 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11857 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11857 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11857 = HSVToRGB( float3(temp_output_11_0_g11857,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11857 = hsvTorgb12_g11857; + #else + float3 staticSwitch26_g11857 = ( lerpResult20_g11857 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11857 = lerp( appendResult32_g11857 , ( staticSwitch26_g11857 * pow( max( temp_output_4_0_g11857 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11857 = (float4(lerpResult31_g11857 , break5_g11857.a)); + float4 staticSwitch33_g11857 = appendResult6_g11857; + #else + float4 staticSwitch33_g11857 = temp_output_1_0_g11857; + #endif + float4 temp_output_5_0_g11864 = staticSwitch33_g11857; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11864 = temp_output_5_0_g11864; + float3 appendResult11_g11864 = (float3(break6_g11864.r , break6_g11864.g , break6_g11864.b)); + float temp_output_27_0_g11864 = temp_output_40_0_g11812; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11864 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11864 ) ); + #else + float2 staticSwitch73_g11864 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11864 = ( ( _TextureLayer1Scale * temp_output_41_0_g11812 ) - staticSwitch73_g11864 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11865 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11864 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11865 = _TextureLayer1Columns; + int Height10_g11865 = _TextureLayer1Rows; + float Tile10_g11865 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11864 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11865 = float2( 0,1 ); + float2 localMyCustomExpression10_g11865 = MyCustomExpression10_g11865( UV10_g11865 , Width10_g11865 , Height10_g11865 , Tile10_g11865 , Invert10_g11865 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11864 = localMyCustomExpression10_g11865; + #else + float2 staticSwitch20_g11864 = temp_output_72_0_g11864; + #endif + float4 tex2DNode3_g11864 = tex2D( _TextureLayer1Texture, staticSwitch20_g11864 ); + float3 appendResult13_g11864 = (float3(tex2DNode3_g11864.r , tex2DNode3_g11864.g , tex2DNode3_g11864.b)); + float3 appendResult18_g11864 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11864 = ( appendResult13_g11864 * appendResult18_g11864 ); + float4 break2_g11866 = temp_output_5_0_g11864; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11864 = ( pow( max( ( ( break2_g11866.x + break2_g11866.x + break2_g11866.y + break2_g11866.y + break2_g11866.y + break2_g11866.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11864 ); + #else + float3 staticSwitch80_g11864 = temp_output_16_0_g11864; + #endif + float3 lerpResult12_g11864 = lerp( appendResult11_g11864 , staticSwitch80_g11864 , ( tex2DNode3_g11864.a * _TextureLayer1Fade )); + float4 appendResult14_g11864 = (float4(lerpResult12_g11864 , break6_g11864.a)); + float4 staticSwitch15_g11864 = appendResult14_g11864; + #else + float4 staticSwitch15_g11864 = temp_output_5_0_g11864; + #endif + float4 temp_output_5_0_g11860 = staticSwitch15_g11864; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11860 = temp_output_5_0_g11860; + float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); + float temp_output_27_0_g11860 = temp_output_40_0_g11812; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11860 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11860 ) ); + #else + float2 staticSwitch73_g11860 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11860 = ( ( _TextureLayer2Scale * temp_output_41_0_g11812 ) - staticSwitch73_g11860 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11861 = _TextureLayer2Columns; + int Height10_g11861 = _TextureLayer2Rows; + float Tile10_g11861 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11860 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11861 = float2( 0,1 ); + float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; + #else + float2 staticSwitch20_g11860 = temp_output_72_0_g11860; + #endif + float4 tex2DNode3_g11860 = tex2D( _TextureLayer2Texture, staticSwitch20_g11860 ); + float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); + float3 appendResult18_g11860 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); + float4 break2_g11862 = temp_output_5_0_g11860; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); + #else + float3 staticSwitch84_g11860 = temp_output_16_0_g11860; + #endif + float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch84_g11860 , ( tex2DNode3_g11860.a * _TextureLayer2Fade )); + float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); + float4 staticSwitch15_g11860 = appendResult14_g11860; + #else + float4 staticSwitch15_g11860 = temp_output_5_0_g11860; + #endif + float4 temp_output_473_0 = staticSwitch15_g11860; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11868 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11868; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11869 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )); + float4 appendResult5_g11869 = (float4(break4_g11869.r , break4_g11869.g , break4_g11869.b , ( break4_g11869.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11869; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11870 = staticSwitch75; + float4 temp_output_1_0_g11871 = temp_output_1_0_g11870; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11871 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11870 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11870 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); + float clampResult17_g11871 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11871 ) ) - localMyCustomExpression16_g11872 ) / temp_output_53_0_g11871 ) , 0.0 , 1.0 ); + float4 appendResult3_g11871 = (float4((temp_output_1_0_g11871).rgb , ( temp_output_1_0_g11871.a * clampResult17_g11871 ))); + float4 staticSwitch3_g11870 = appendResult3_g11871; + #else + float4 staticSwitch3_g11870 = temp_output_1_0_g11870; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11880 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11870 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11880 = MyCustomExpression16_g11880( linValue16_g11880 ); + float temp_output_5_0_g11879 = localMyCustomExpression16_g11880; + float temp_output_61_0_g11879 = step( temp_output_5_0_g11879 , _FullGlowDissolveFade ); + float temp_output_53_0_g11879 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11879 = staticSwitch3_g11870; + float4 appendResult3_g11879 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11879 - step( temp_output_5_0_g11879 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11879 ) ) - temp_output_53_0_g11879 ) ) ) ) + (temp_output_1_0_g11879).rgb ) , ( temp_output_1_0_g11879.a * temp_output_61_0_g11879 ))); + float4 staticSwitch5_g11870 = appendResult3_g11879; + #else + float4 staticSwitch5_g11870 = staticSwitch3_g11870; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11881 = staticSwitch5_g11870; + float2 temp_output_76_0_g11881 = temp_output_18_0_g11870; + float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11881 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); + float clampResult17_g11881 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11881 ) + ( localMyCustomExpression16_g11882 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11881 ) ):( clampResult17_g11881 )) ))); + float4 staticSwitch8_g11870 = appendResult3_g11881; + #else + float4 staticSwitch8_g11870 = staticSwitch5_g11870; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11877 = temp_output_18_0_g11870; + float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11877 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); + float temp_output_65_0_g11877 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11877 = step( temp_output_65_0_g11877 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11877 = step( temp_output_65_0_g11877 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11877 = staticSwitch8_g11870; + float4 appendResult3_g11877 = (float4(( ( max( ( temp_output_75_0_g11877 - temp_output_76_0_g11877 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11877).rgb ) , ( temp_output_1_0_g11877.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11877 ) ):( temp_output_75_0_g11877 )) ))); + float4 staticSwitch9_g11870 = appendResult3_g11877; + #else + float4 staticSwitch9_g11870 = staticSwitch8_g11870; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11873 = staticSwitch9_g11870; + float2 temp_output_161_0_g11873 = temp_output_18_0_g11870; + float3 rotatedValue136_g11873 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11873 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11873 = rotatedValue136_g11873; + float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11873 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); + float clampResult154_g11873 = clamp( ( ( break130_g11873.x + break130_g11873.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11874 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11873 = (float4((temp_output_1_0_g11873).rgb , ( temp_output_1_0_g11873.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11873 ) ):( clampResult154_g11873 )) ))); + float4 staticSwitch11_g11870 = appendResult3_g11873; + #else + float4 staticSwitch11_g11870 = staticSwitch9_g11870; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11875 = temp_output_18_0_g11870; + float3 rotatedValue136_g11875 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11875 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11875 = rotatedValue136_g11875; + float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11875 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); + float temp_output_168_0_g11875 = max( ( ( break130_g11875.x + break130_g11875.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11876 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11875 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11875 ) ):( temp_output_168_0_g11875 )) ); + float4 temp_output_1_0_g11875 = staticSwitch11_g11870; + float clampResult154_g11875 = clamp( temp_output_161_0_g11875 , 0.0 , 1.0 ); + float4 appendResult3_g11875 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11875 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11875 ) ):( temp_output_168_0_g11875 )) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * clampResult154_g11875 ))); + float4 staticSwitch15_g11870 = appendResult3_g11875; + #else + float4 staticSwitch15_g11870 = staticSwitch11_g11870; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11883 = staticSwitch15_g11870; + float2 temp_output_126_0_g11883 = temp_output_18_0_g11870; + float temp_output_121_0_g11883 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11883 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11884 = (float2(temp_output_121_0_g11883 , temp_output_121_0_g11883)); + float temp_output_17_0_g11884 = length( ( (( ( abs( temp_output_126_0_g11883 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11884 ) ); + float clampResult17_g11883 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11884 ) / fwidth( temp_output_17_0_g11884 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11883 ) ):( clampResult17_g11883 )) ))); + float4 staticSwitch13_g11870 = appendResult3_g11883; + #else + float4 staticSwitch13_g11870 = staticSwitch15_g11870; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11886 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11886 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11886 = ( temp_output_3_0_g11886 * ( (tex2DNode19_g11886).rgb * tex2DNode19_g11886.a ) ); + #else + float3 staticSwitch16_g11886 = temp_output_3_0_g11886; + #endif + float4 temp_output_1_0_g11886 = staticSwitch13_g11870; + float4 break2_g11888 = temp_output_1_0_g11886; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11886 = ( staticSwitch16_g11886 * pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11886 = staticSwitch16_g11886; + #endif + float4 appendResult6_g11886 = (float4(( ( staticSwitch17_g11886 * _AddColorFade ) + (temp_output_1_0_g11886).rgb ) , temp_output_1_0_g11886.a)); + float4 staticSwitch5_g11885 = appendResult6_g11886; + #else + float4 staticSwitch5_g11885 = staticSwitch13_g11870; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11889 = staticSwitch5_g11885; + float3 lerpResult4_g11889 = lerp( (temp_output_1_0_g11889).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11889.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11889.a ) * _AlphaTintFade )); + float4 appendResult13_g11889 = (float4(lerpResult4_g11889 , temp_output_1_0_g11889.a)); + float4 staticSwitch11_g11885 = appendResult13_g11889; + #else + float4 staticSwitch11_g11885 = staticSwitch5_g11885; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11890 = staticSwitch11_g11885; + float3 temp_output_6_0_g11890 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11890 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11890 = ( temp_output_6_0_g11890 * ( (tex2DNode23_g11890).rgb * tex2DNode23_g11890.a ) ); + #else + float3 staticSwitch21_g11890 = temp_output_6_0_g11890; + #endif + float4 break2_g11892 = temp_output_1_0_g11890; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11890 ); + #else + float3 staticSwitch22_g11890 = staticSwitch21_g11890; + #endif + float3 lerpResult7_g11890 = lerp( (temp_output_1_0_g11890).rgb , staticSwitch22_g11890 , _StrongTintFade); + float4 appendResult9_g11890 = (float4(lerpResult7_g11890 , (temp_output_1_0_g11890).a)); + float4 staticSwitch7_g11885 = appendResult9_g11890; + #else + float4 staticSwitch7_g11885 = staticSwitch11_g11885; + #endif + float4 temp_output_2_0_g11893 = staticSwitch7_g11885; + #ifdef _ENABLESHADOW_ON + float4 break4_g11895 = temp_output_2_0_g11893; + float3 appendResult5_g11895 = (float3(break4_g11895.r , break4_g11895.g , break4_g11895.b)); + float2 appendResult2_g11894 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11893 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11894 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11895 = appendResult85_g11893; + float3 appendResult7_g11895 = (float3(break6_g11895.r , break6_g11895.g , break6_g11895.b)); + float temp_output_11_0_g11895 = ( ( 1.0 - break4_g11895.a ) * break6_g11895.a ); + float temp_output_32_0_g11895 = ( break4_g11895.a + temp_output_11_0_g11895 ); + float4 appendResult18_g11895 = (float4(( ( ( appendResult5_g11895 * break4_g11895.a ) + ( appendResult7_g11895 * temp_output_11_0_g11895 ) ) * ( 1.0 / max( temp_output_32_0_g11895 , 0.01 ) ) ) , temp_output_32_0_g11895)); + float4 staticSwitch82_g11893 = appendResult18_g11895; + #else + float4 staticSwitch82_g11893 = temp_output_2_0_g11893; + #endif + float4 break4_g11896 = staticSwitch82_g11893; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11754 = 1.0; + #else + float staticSwitch8_g11754 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11754 = 1.0; + #else + float staticSwitch9_g11754 = staticSwitch8_g11754; + #endif + float customVertexAlpha193 = staticSwitch9_g11754; + float4 appendResult5_g11896 = (float4(break4_g11896.r , break4_g11896.g , break4_g11896.b , ( break4_g11896.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11896; + float4 temp_output_1_0_g11898 = temp_output_344_0; + float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.color).rgb ) , temp_output_1_0_g11898.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11898; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11904 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11904 = (float4(( (temp_output_7_0_g11904).rgb / max( temp_output_7_0_g11904.a , 1E-05 ) ) , temp_output_7_0_g11904.a)); + float4 staticSwitch6_g11904 = 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_StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + [Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0 + [Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0 + _TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45 + _TMPSmoothness("TMP: Smoothness", Float) = 5 + [HideInInspector]_UIVertexColorAlwaysGammaSpace("UIVertexColorAlwaysGammaSpace", Int) = 0 + [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 + [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 + [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 + [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 + _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) + [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 + [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 + [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 + _PixelsPerUnit("Pixels Per Unit", Float) = 100 + _ScreenWidthUnits("Screen Width Units", Float) = 10 + _RectWidth("Rect Width", Float) = 100 + _RectHeight("Rect Height", Float) = 100 + [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 + _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 + _FadingPosition("Fading: Position", Vector) = (0,0,0,0) + _FadingWidth("Fading: Width", Float) = 0.3 + _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 + _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) + _FadingMask("Fading: Mask", 2D) = "white" {} + [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 + [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 + _TimeValue("Time: Value", Float) = 0 + [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 + _TimeSpeed("Time: Speed", Float) = 1 + [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 + _TimeFPS("Time: FPS", Float) = 5 + [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 + _TimeFrequency("Time: Frequency", Float) = 2 + _TimeRange("Time: Range", Float) = 0.5 + _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} + [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 + _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 + [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) + [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 + _StrongTintContrast("Strong Tint: Contrast", Float) = 0 + [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 + _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} + [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 + _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 + [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) + [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 + _AddColorContrast("Add Color: Contrast", Float) = 0.5 + [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 + _AddColorMask("Add Color: Mask", 2D) = "white" {} + [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 + _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) + _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 + [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 + _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 + _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) + _ShadowColor("Shadow: Color", Color) = (0,0,0,0) + [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 + _Brightness("Brightness", Float) = 1 + [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 + _Contrast("Contrast", Float) = 1 + [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 + _Saturation("Saturation", Float) = 1 + [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 + _Hue("Hue", Range( -1 , 1)) = 0 + [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 + _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 + _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} + [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 + _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 + _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} + [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 + _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) + _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 + [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 + _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) + _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 + _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} + _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 + _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) + _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 + [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 + _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) + _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 + _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} + _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 + _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) + _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 + _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 + [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 + _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} + _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 + _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 + _AddHueSpeed("Add Hue: Speed", Float) = 1 + _AddHueBrightness("Add Hue: Brightness", Float) = 2 + _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 + _AddHueContrast("Add Hue: Contrast", Float) = 0.5 + [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 + _AddHueMask("Add Hue: Mask", 2D) = "white" {} + [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 + _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) + [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) + _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 + _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 + [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 + _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 + [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 + _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 + [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) + _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 + _InkSpreadDistance("Ink Spread: Distance", Float) = 3 + _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) + _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 + _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) + _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 + [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 + _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) + _BlackTintPower("Black Tint: Power", Float) = 4 + [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 + _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) + _SineGlowContrast("Sine Glow: Contrast", Float) = 1 + _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 + _SineGlowMin("Sine Glow: Min", Float) = 0 + _SineGlowMax("Sine Glow: Max", Float) = 1 + [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 + _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} + [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 + _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 + [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) + [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) + _SplitToningContrast("Split Toning: Contrast", Float) = 1 + _SplitToningBalance("Split Toning: Balance", Float) = 1 + _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 + [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 + _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 + _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) + [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) + _ColorReplaceRange("Color Replace: Range", Float) = 0.05 + _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 + _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 + [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 + _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 + [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 + _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 + [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) + _HologramContrast("Hologram: Contrast", Float) = 1 + _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 + _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 + _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 + _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 + _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 + _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 + _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 + _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 + [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 + _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 + _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 + _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) + _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) + _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 + _GlitchBrightness("Glitch: Brightness", Float) = 4 + _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) + _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) + _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) + _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) + _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) + [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 + _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 + [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) + _FrozenContrast("Frozen: Contrast", Float) = 2 + [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) + _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 + _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 + _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) + [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) + _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 + _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 + _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) + _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) + _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) + _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 + _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 + _RainbowBrightness("Rainbow: Brightness", Float) = 2 + _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 + _RainbowContrast("Rainbow: Contrast", Float) = 1 + _RainbowSpeed("Rainbow: Speed", Float) = 1 + _RainbowDensity("Rainbow: Density", Float) = 0.5 + _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) + _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) + _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 + [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 + _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 + _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) + _CamouflageContrast("Camouflage: Contrast", Float) = 1 + _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) + _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) + _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) + _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) + [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 + _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 + _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 + [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) + _MetalContrast("Metal: Contrast", Float) = 2 + [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) + _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 + _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 + _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) + _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) + _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) + _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) + [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 + [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} + [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 + _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 + [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) + _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 + _ShineContrast("Shine: Contrast", Float) = 2 + _ShineWidth("Shine: Width", Float) = 0.1 + _ShineSpeed("Shine: Speed", Float) = 5 + _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 + _ShineSmooth("Shine: Smoothness", Float) = 1 + _ShineFrequency("Shine: Frequency", Float) = 0.3 + [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 + [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} + [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 + _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 + _BurnPosition("Burn: Position", Vector) = (0,5,0,0) + _BurnRadius("Burn: Radius", Float) = 5 + [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) + _BurnWidth("Burn: Width", Float) = 0.1 + _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) + _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 + [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) + _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 + [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) + _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 + _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) + _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 + _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 + _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 + [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) + _PoisonDensity("Poison: Density", Float) = 3 + _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 + _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 + _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 + _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) + _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) + [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 + _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 + _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) + _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) + _EnchantedBrightness("Enchanted: Brightness", Float) = 1 + _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 + _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 + [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 + _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 + _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 + _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 + [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) + [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) + [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 + [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 + _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 + _ShiftingSpeed("Shifting: Speed", Float) = 0.5 + _ShiftingDensity("Shifting: Density", Float) = 1.5 + _ShiftingBrightness("Shifting: Brightness", Float) = 1 + _ShiftingContrast("Shifting: Contrast", Float) = 0.5 + [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 + _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 + [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) + [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) + [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 + _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 + _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} + [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) + _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 + _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 + _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 + _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 + _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 + _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 + _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 + _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 + _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 + _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} + [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) + _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 + _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 + _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 + _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 + _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 + _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 + _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 + _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 + _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 + _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 + _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 + [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 + _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 + _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) + _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 + _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 + [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 + _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 + _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) + _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 + [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 + [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 + _HalftoneFade("Halftone: Fade", Float) = 1 + _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) + _HalftoneTiling("Halftone: Tiling", Float) = 4 + _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 + [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 + _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 + _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 + _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 + _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) + _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 + _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 + _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 + [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) + _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 + _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 + _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 + _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 + _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 + _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 + _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) + _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 + _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) + [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 + [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 + _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 + _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) + _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 + _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 + _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 + _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 + [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 + _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 + _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) + _SqueezePower("Squeeze: Power", Float) = 1 + _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 + _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 + _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) + _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) + _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) + _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 + [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} + [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 + _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) + [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 + _UVRotateSpeed("UV Rotate: Speed", Float) = 1 + _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 + _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 + _SineRotateAngle("Sine Rotate: Angle", Float) = 15 + _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 + _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 + _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 + _WiggleSpeed("Wiggle: Speed", Float) = 2 + _WiggleFrequency("Wiggle: Frequency", Float) = 2 + _WiggleOffset("Wiggle: Offset", Float) = 0.02 + [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 + [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 + _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) + _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 + _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 + _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) + _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) + [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 + _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 + _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 + _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 + _VibrateOffset("Vibrate: Offset", Float) = 0.04 + _VibrateFrequency("Vibrate: Frequency", Float) = 100 + _VibrateRotation("Vibrate: Rotation", Float) = 4 + [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 + _WindRotation("Wind: Rotation", Float) = 0 + _WindMaxRotation("Wind: Max Rotation", Float) = 2 + _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 + _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 + _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 + [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 + _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 + _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 + _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 + _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 + [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 + [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 + _WindXPosition("Wind: X Position", Float) = 0 + _WindFlip("Wind: Flip", Float) = 0 + [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 + _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 + _SquishStretch("Squish: Stretch", Float) = 0.1 + _SquishSquish("Squish: Squish", Float) = 0.1 + _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 + [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 + _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 + _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 + [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 + _FlameBrightness("Flame: Brightness", Float) = 10 + _FlameSmooth("Flame: Smooth", Float) = 2 + _FlameRadius("Flame: Radius", Float) = 0.2 + _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) + _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 + _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 + _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) + [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 + _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 + _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 + [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 + _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 + _SharpenFactor("Sharpen: Factor", Float) = 4 + _SharpenOffset("Sharpen: Offset", Float) = 2 + [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 + [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 + _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 + _SmokeSmoothness("Smoke: Smoothness", Float) = 1 + _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 + _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 + _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 + [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 + [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 + _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} + _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 + _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) + _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 + _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 + [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 + _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) + _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) + _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 + [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 + _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) + _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) + _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + } + + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Stencil + { + Ref [_Stencil] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + Comp [_StencilComp] + Pass [_StencilOp] + } + + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha + ColorMask [_ColorMask] + + + Pass + { + Name "Default" + CGPROGRAM + #define ASE_VERSION 19801 + + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile_local _ UNITY_UI_CLIP_RECT + #pragma multi_compile_local _ UNITY_UI_ALPHACLIP + + #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ISTEXTMESHPRO_ON + #pragma shader_feature _ISTEXT_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord3 : TEXCOORD3; + float4 ase_texcoord4 : TEXCOORD4; + float4 ase_texcoord5 : TEXCOORD5; + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ISTEXTMESHPRO_ON + uniform float _TMPThickness; + uniform float _TMPSmoothness; + #endif + uniform int _UIVertexColorAlwaysGammaSpace; + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + uniform sampler2D _RecolorRGBYCPTexture; + #endif + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + #ifdef _ENABLERECOLORRGBYCP_ON + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g12898( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12900( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11664( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11666( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11667( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12894( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12895( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12902( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12913( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float4 MyCustomExpression2_g13092( float4 InColor, int GammaSpace ) + { + if (GammaSpace) + { + if(!IsGammaSpace()) + { + InColor.rgb = UIGammaToLinear(InColor.rgb); + } + } + return InColor; + } + + float MyCustomExpression16_g13097( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13099( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13103( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g13108( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g13131( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13115( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13142( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13150( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13188( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13185( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13187( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13177( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13179( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13170( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13172( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13173( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13165( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13163( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13164( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13159( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13191( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13196( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13194( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g13206( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g13202( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g13213( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13221( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13223( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13219( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13215( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g13217( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + + v2f vert(appdata_t v ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g13238 = fixedUV475; + float2 appendResult72_g13238 = (float2(( _SquishStretch * ( break77_g13238.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g13238.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g13238 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g13241 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + float temp_output_8_0_g13241 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g13241 = ( ( sin( ( temp_output_8_0_g13241 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g13241 ); + #else + float2 staticSwitch4_g13241 = temp_output_2_0_g13241; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g13242 = temp_output_8_0_g13241; + float3 rotatedValue21_g13242 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g13242 * _VibrateRotation ) ); + float2 staticSwitch6_g13241 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g13242 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g13242).xy ) + staticSwitch4_g13241 ); + #else + float2 staticSwitch6_g13241 = staticSwitch4_g13241; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g13241 = ( staticSwitch6_g13241 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g13241 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g13241 = staticSwitch6_g13241; + #endif + float2 temp_output_424_0 = staticSwitch10_g13241; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = v.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g12896 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g12897 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (v.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + float linValue16_g12898 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g12898 = MyCustomExpression16_g12898( linValue16_g12898 ); + float clampResult14_g12897 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g12897 ) ) - localMyCustomExpression16_g12898 ) / temp_output_4_0_g12897 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g12899 = shaderPosition235; + float linValue16_g12900 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g12899 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g12900 = MyCustomExpression16_g12900( linValue16_g12900 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g12899 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g12899 ) + ( localMyCustomExpression16_g12900 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g12896.r * tex2DNode3_g12896.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g12897; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g12899; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + OUT.ase_texcoord3 = screenPos; + OUT.ase_texcoord4.xyz = ase_positionWS; + + OUT.ase_texcoord5 = v.vertex; + + //setting value to unused interpolator channels and avoid initialization warnings + OUT.ase_texcoord4.w = 0; + + v.vertex.xyz += float3( staticSwitch142 , 0.0 ); + + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + OUT.texcoord = v.texcoord; + OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN ) : SV_Target + { + //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) + //The incoming alpha could have numerical instability, which makes it very sensible to + //HDR color transparency blend, when it blends with the world's texture. + const half alphaPrecision = half(0xff); + const half invAlphaPrecision = half(1.0/alphaPrecision); + IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision; + + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord3; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord4.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11663 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11664 = _WindMinIntensity; + #else + float staticSwitch117_g11664 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11664 = _WindMaxIntensity; + #else + float staticSwitch118_g11664 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11664 = _WindXPosition; + #else + float staticSwitch111_g11664 = transform62_g11664.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11664 = _WindNoiseScale; + #else + float staticSwitch113_g11664 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11664 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11664 = WindTime; + #endif + float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 ); + float x101_g11664 = temp_output_50_0_g11664; + float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 ); + float2 temp_cast_0 = (temp_output_50_0_g11664).xx; + float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11664 = simplePerlin2D121_g11664; + #else + float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 ); + #endif + float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664); + float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11664 = temp_output_3_0_g11663; + float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip ); + float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 ))); + float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) ); + float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy; + #else + float2 staticSwitch4_g11663 = temp_output_3_0_g11663; + #endif + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (IN.ase_texcoord5.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11665 = shaderPosition235; + float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 ); + float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); + float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11663; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11668 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11668 = rotatedValue136_g11668; + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g12892 = 0.5; + float temp_output_8_0_g12892 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g12892 * 0.2 ) ) + ase_positionSSNorm.y ) / temp_output_81_0_g12892 ); + float2 temp_cast_4 = (temp_output_8_0_g12892).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g12894 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g12894 = MyCustomExpression16_g12894( linValue16_g12894 ); + float clampResult75_g12892 = clamp( localMyCustomExpression16_g12894 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g12892).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g12895 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g12895 = MyCustomExpression16_g12895( linValue16_g12895 ); + float2 appendResult2_g12893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g12892 = (float2(( ( ( clampResult75_g12892 * ( localMyCustomExpression16_g12895 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g12893 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g12892 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11671 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11671; + float linValue16_g12902 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g12902 = MyCustomExpression16_g12902( linValue16_g12902 ); + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g12902 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g12903 = staticSwitch62; + float2 temp_output_26_0_g12903 = shaderPosition235; + float temp_output_25_0_g12903 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g12913 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g12903 + ( _UVDistortSpeed * temp_output_25_0_g12903 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g12913 = MyCustomExpression16_g12913( linValue16_g12913 ); + float2 lerpResult21_g12910 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g12913); + float2 appendResult2_g12912 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g12911 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g12910 = ( _UVDistortFade * ( tex2DNode3_g12911.r * tex2DNode3_g12911.a ) ); + #else + float staticSwitch29_g12910 = _UVDistortFade; + #endif + float2 staticSwitch5_g12903 = ( temp_output_1_0_g12903 + ( lerpResult21_g12910 * ( 100.0 / appendResult2_g12912 ) * staticSwitch29_g12910 ) ); + #else + float2 staticSwitch5_g12903 = temp_output_1_0_g12903; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g12909 = staticSwitch5_g12903; + float2 staticSwitch7_g12903 = ( temp_output_1_0_g12909 + ( ( temp_output_1_0_g12909 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g12909 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g12903 = staticSwitch5_g12903; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g12908 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g12903 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g12903 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g12903 = (rotatedValue36_g12908).xy; + #else + float2 staticSwitch9_g12903 = staticSwitch7_g12903; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g12907 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g12903 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g12903 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g12903 = (rotatedValue8_g12907).xy; + #else + float2 staticSwitch16_g12903 = staticSwitch9_g12903; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g12903 = ( ( _UVScrollSpeed * temp_output_25_0_g12903 ) + staticSwitch16_g12903 ); + #else + float2 staticSwitch14_g12903 = staticSwitch16_g12903; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g12905 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g12905 = ( ( _PixelatePixelDensity * ( appendResult35_g12905 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g12905 = clamp( ( floor( ( MultFactor30_g12905 * ( staticSwitch14_g12903 + ( float2( 0.5,0.5 ) / MultFactor30_g12905 ) ) ) ) / MultFactor30_g12905 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g12903 = clampResult46_g12905; + #else + float2 staticSwitch4_g12903 = staticSwitch14_g12903; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g12903 = ( ( ( staticSwitch4_g12903 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g12903 = staticSwitch4_g12903; + #endif + float2 temp_output_1_0_g12914 = staticSwitch24_g12903; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g12914 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g12903.y + ( _WiggleSpeed * temp_output_25_0_g12903 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g12914 = ( temp_output_7_0_g12914 * temp_output_1_0_g12914.y ); + #else + float staticSwitch18_g12914 = temp_output_7_0_g12914; + #endif + float2 appendResult12_g12914 = (float2(staticSwitch18_g12914 , 0.0)); + float2 staticSwitch13_g12914 = ( temp_output_1_0_g12914 + appendResult12_g12914 ); + #else + float2 staticSwitch13_g12914 = temp_output_1_0_g12914; + #endif + float2 temp_output_484_0 = staticSwitch13_g12914; + float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g12896 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g12897 = max( _FadingWidth , 0.001 ); + float linValue16_g12898 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g12898 = MyCustomExpression16_g12898( linValue16_g12898 ); + float clampResult14_g12897 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g12897 ) ) - localMyCustomExpression16_g12898 ) / temp_output_4_0_g12897 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g12899 = shaderPosition235; + float linValue16_g12900 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g12899 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g12900 = MyCustomExpression16_g12900( linValue16_g12900 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g12899 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g12899 ) + ( localMyCustomExpression16_g12900 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g12896.r * tex2DNode3_g12896.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g12897; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g12899; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g12915 = staticSwitch485; + float2 break11_g12915 = float2( 0,0 ); + float2 break10_g12915 = float2( 1,1 ); + float2 break9_g12915 = spriteRectMin376; + float2 break8_g12915 = spriteRectMax377; + float2 appendResult15_g12915 = (float2((break9_g12915.x + (break14_g12915.x - break11_g12915.x) * (break8_g12915.x - break9_g12915.x) / (break10_g12915.x - break11_g12915.x)) , (break9_g12915.y + (break14_g12915.y - break11_g12915.y) * (break8_g12915.y - break9_g12915.y) / (break10_g12915.y - break11_g12915.y)))); + float2 staticSwitch371 = min( max( appendResult15_g12915 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g12916 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g12916 ) ) / appendResult7_g12916 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g12917 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g12918 = _MainTex; + float4 textureTexelSize3_g12918 = _MainTex_TexelSize; + float2 uvs3_g12918 = temp_output_1_0_g12917; + float4 localtexturePointSmooth3_g12918 = texturePointSmooth( tex3_g12918 , textureTexelSize3_g12918 , uvs3_g12918 ); + float4 staticSwitch8_g12917 = localtexturePointSmooth3_g12918; + #else + float4 staticSwitch8_g12917 = tex2D( _MainTex, temp_output_1_0_g12917 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g12919 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g12929 = temp_output_10_0_g12919; + float2 appendResult16_g12929 = (float2(temp_output_2_0_g12929 , 0.0)); + float2 appendResult25_g12931 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12931 = ( appendResult16_g12929 * appendResult25_g12931 ); + float2 temp_output_7_0_g12919 = temp_output_1_0_g12917; + float2 temp_output_1_0_g12929 = ( temp_output_7_0_g12919 + ( temp_output_10_0_g12919 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g12931 = temp_output_1_0_g12929; + float2 appendResult17_g12929 = (float2(0.0 , temp_output_2_0_g12929)); + float2 appendResult25_g12930 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12930 = ( appendResult17_g12929 * appendResult25_g12930 ); + float2 temp_output_1_0_g12930 = temp_output_1_0_g12929; + float temp_output_2_0_g12920 = temp_output_10_0_g12919; + float2 appendResult16_g12920 = (float2(temp_output_2_0_g12920 , 0.0)); + float2 appendResult25_g12922 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12922 = ( appendResult16_g12920 * appendResult25_g12922 ); + float2 temp_output_1_0_g12920 = ( temp_output_7_0_g12919 + ( temp_output_10_0_g12919 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g12922 = temp_output_1_0_g12920; + float2 appendResult17_g12920 = (float2(0.0 , temp_output_2_0_g12920)); + float2 appendResult25_g12921 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12921 = ( appendResult17_g12920 * appendResult25_g12921 ); + float2 temp_output_1_0_g12921 = temp_output_1_0_g12920; + float temp_output_2_0_g12926 = temp_output_10_0_g12919; + float2 appendResult16_g12926 = (float2(temp_output_2_0_g12926 , 0.0)); + float2 appendResult25_g12928 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12928 = ( appendResult16_g12926 * appendResult25_g12928 ); + float2 temp_output_1_0_g12926 = ( temp_output_7_0_g12919 + ( temp_output_10_0_g12919 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g12928 = temp_output_1_0_g12926; + float2 appendResult17_g12926 = (float2(0.0 , temp_output_2_0_g12926)); + float2 appendResult25_g12927 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12927 = ( appendResult17_g12926 * appendResult25_g12927 ); + float2 temp_output_1_0_g12927 = temp_output_1_0_g12926; + float temp_output_2_0_g12923 = temp_output_10_0_g12919; + float2 appendResult16_g12923 = (float2(temp_output_2_0_g12923 , 0.0)); + float2 appendResult25_g12925 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12925 = ( appendResult16_g12923 * appendResult25_g12925 ); + float2 temp_output_1_0_g12923 = ( temp_output_7_0_g12919 + ( temp_output_10_0_g12919 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g12925 = temp_output_1_0_g12923; + float2 appendResult17_g12923 = (float2(0.0 , temp_output_2_0_g12923)); + float2 appendResult25_g12924 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12924 = ( appendResult17_g12923 * appendResult25_g12924 ); + float2 temp_output_1_0_g12924 = temp_output_1_0_g12923; + float4 staticSwitch3_g12917 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g12931 + temp_output_1_0_g12931 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12931 + temp_output_1_0_g12931 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g12930 + temp_output_1_0_g12930 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12930 + temp_output_1_0_g12930 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g12922 + temp_output_1_0_g12922 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12922 + temp_output_1_0_g12922 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g12921 + temp_output_1_0_g12921 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12921 + temp_output_1_0_g12921 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g12928 + temp_output_1_0_g12928 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12928 + temp_output_1_0_g12928 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g12927 + temp_output_1_0_g12927 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12927 + temp_output_1_0_g12927 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g12925 + temp_output_1_0_g12925 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12925 + temp_output_1_0_g12925 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g12924 + temp_output_1_0_g12924 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12924 + temp_output_1_0_g12924 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g12917 = staticSwitch8_g12917; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g12932 = temp_output_1_0_g12917; + float4 tex2DNode4_g12932 = tex2D( _MainTex, temp_output_1_0_g12932 ); + float temp_output_2_0_g12933 = _SharpenOffset; + float2 appendResult16_g12933 = (float2(temp_output_2_0_g12933 , 0.0)); + float2 appendResult25_g12935 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12935 = ( appendResult16_g12933 * appendResult25_g12935 ); + float2 temp_output_1_0_g12933 = temp_output_1_0_g12932; + float2 temp_output_1_0_g12935 = temp_output_1_0_g12933; + float2 appendResult17_g12933 = (float2(0.0 , temp_output_2_0_g12933)); + float2 appendResult25_g12934 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g12934 = ( appendResult17_g12933 * appendResult25_g12934 ); + float2 temp_output_1_0_g12934 = temp_output_1_0_g12933; + float4 break22_g12932 = ( tex2DNode4_g12932 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g12935 + temp_output_1_0_g12935 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12935 + temp_output_1_0_g12935 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g12934 + temp_output_1_0_g12934 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g12934 + temp_output_1_0_g12934 ) ) ) ) / 4.0 ) - tex2DNode4_g12932 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g12932 = clamp( break22_g12932.a , 0.0 , 1.0 ); + float4 appendResult24_g12932 = (float4(break22_g12932.r , break22_g12932.g , break22_g12932.b , clampResult23_g12932)); + float4 staticSwitch12_g12917 = appendResult24_g12932; + #else + float4 staticSwitch12_g12917 = staticSwitch3_g12917; + #endif + float4 temp_output_1_0_g13093 = staticSwitch12_g12917; + #ifdef _ISTEXT_ON + float4 appendResult6_g13093 = (float4(1.0 , 1.0 , 1.0 , temp_output_1_0_g13093.a)); + float4 staticSwitch2_g13093 = appendResult6_g13093; + #else + float4 staticSwitch2_g13093 = temp_output_1_0_g13093; + #endif + #ifdef _ISTEXTMESHPRO_ON + float4 break8_g13093 = staticSwitch2_g13093; + float clampResult14_g13093 = clamp( ( ( break8_g13093.a + _TMPThickness ) * ( _TMPSmoothness / ( 1.0 + _TMPThickness ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g13093 = (float4(break8_g13093.r , break8_g13093.g , break8_g13093.b , clampResult14_g13093)); + float4 staticSwitch3_g13093 = appendResult13_g13093; + #else + float4 staticSwitch3_g13093 = staticSwitch2_g13093; + #endif + float4 temp_output_494_0 = staticSwitch3_g13093; + float4 temp_output_1_0_g13094 = temp_output_494_0; + float4 InColor2_g13092 = IN.color; + int GammaSpace2_g13092 = _UIVertexColorAlwaysGammaSpace; + float4 localMyCustomExpression2_g13092 = MyCustomExpression2_g13092( InColor2_g13092 , GammaSpace2_g13092 ); + float4 UIVertexColor514 = localMyCustomExpression2_g13092; + #ifdef _VERTEXTINTFIRST_ON + float4 appendResult8_g13094 = (float4(( (temp_output_1_0_g13094).rgb * (UIVertexColor514).rgb ) , temp_output_1_0_g13094.a)); + float4 staticSwitch354 = appendResult8_g13094; + #else + float4 staticSwitch354 = temp_output_494_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g13095 = originalColor191; + float4 temp_output_1_0_g13096 = temp_output_1_0_g13095; + float2 temp_output_7_0_g13095 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g13096 = temp_output_7_0_g13095; + float2 temp_cast_19 = (_SmokeNoiseScale).xx; + float linValue16_g13097 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g13096 ) * temp_cast_19 ) ).r; + float localMyCustomExpression16_g13097 = MyCustomExpression16_g13097( linValue16_g13097 ); + float clampResult28_g13096 = clamp( ( ( ( localMyCustomExpression16_g13097 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g13096 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g13096 = lerp( (temp_output_1_0_g13096).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g13096 ) * _SmokeDarkEdge )); + float4 appendResult31_g13096 = (float4(lerpResult34_g13096 , ( clampResult28_g13096 * _SmokeAlpha * temp_output_1_0_g13096.a ))); + float4 staticSwitch2_g13095 = appendResult31_g13096; + #else + float4 staticSwitch2_g13095 = temp_output_1_0_g13095; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g13098 = staticSwitch2_g13095; + float2 temp_output_57_0_g13098 = temp_output_7_0_g13095; + float4 tex2DNode3_g13098 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g13098 ); + float linValue16_g13099 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g13098 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g13099 = MyCustomExpression16_g13099( linValue16_g13099 ); + float clampResult37_g13098 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g13098.r + ( localMyCustomExpression16_g13099 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g13098 = (float4((temp_output_1_0_g13098).rgb , ( temp_output_1_0_g13098.a * pow( clampResult37_g13098 , ( _CustomFadeSmoothness / max( tex2DNode3_g13098.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g13095 = appendResult13_g13098; + #else + float4 staticSwitch3_g13095 = staticSwitch2_g13095; + #endif + float4 temp_output_1_0_g13100 = staticSwitch3_g13095; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g13101 = temp_output_1_0_g13100; + float2 appendResult4_g13101 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g13101 = ( appendResult4_g13101 * _CheckerboardTiling * 0.5 ); + float2 break12_g13101 = step( ( ceil( temp_output_44_0_g13101 ) - temp_output_44_0_g13101 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g13101 = (float4(( (temp_output_1_0_g13101).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g13101.x + break12_g13101.y ) ) ) , 1.0 ) ) , temp_output_1_0_g13101.a)); + float4 staticSwitch2_g13100 = appendResult42_g13101; + #else + float4 staticSwitch2_g13100 = temp_output_1_0_g13100; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g13102 = finalUV146; + float linValue16_g13103 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g13102 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g13103 = MyCustomExpression16_g13103( linValue16_g13103 ); + float saferPower57_g13102 = abs( max( ( temp_output_75_0_g13102.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g13102 = max( _FlameRadius , 0.01 ); + float clampResult70_g13102 = clamp( ( ( ( localMyCustomExpression16_g13103 * pow( saferPower57_g13102 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g13102 - distance( temp_output_75_0_g13102 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g13102 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g13102 = ( clampResult70_g13102 * _FlameBrightness ); + float4 appendResult31_g13102 = (float4(temp_output_63_0_g13102 , temp_output_63_0_g13102 , temp_output_63_0_g13102 , clampResult70_g13102)); + float4 staticSwitch6_g13100 = ( appendResult31_g13102 * staticSwitch2_g13100 ); + #else + float4 staticSwitch6_g13100 = staticSwitch2_g13100; + #endif + float4 temp_output_3_0_g13104 = staticSwitch6_g13100; + float4 temp_output_1_0_g13136 = temp_output_3_0_g13104; + float4 appendResult91_g13136 = (float4((temp_output_1_0_g13136).rgb , 1.0)); + float2 temp_output_1_0_g13104 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g13136 = tex2D( _RecolorRGBTexture, temp_output_1_0_g13104 ); + #else + float4 staticSwitch81_g13136 = appendResult91_g13136; + #endif + float3 break82_g13136 = (staticSwitch81_g13136).xyz; + float temp_output_84_0_g13136 = max( ( break82_g13136.x + break82_g13136.y + break82_g13136.z ) , 0.001 ); + float4 break71_g13136 = ( ( _RecolorRGBRedTint * ( break82_g13136.x / temp_output_84_0_g13136 ) ) + ( _RecolorRGBGreenTint * ( break82_g13136.y / temp_output_84_0_g13136 ) ) + ( ( break82_g13136.z / temp_output_84_0_g13136 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g13136 = (float3(break71_g13136.r , break71_g13136.g , break71_g13136.b)); + float4 break2_g13137 = temp_output_1_0_g13136; + float saferPower57_g13136 = abs( ( ( break2_g13137.x + break2_g13137.x + break2_g13137.y + break2_g13137.y + break2_g13137.y + break2_g13137.z ) / 6.0 ) ); + float3 lerpResult26_g13136 = lerp( (temp_output_1_0_g13136).rgb , ( appendResult56_g13136 * pow( saferPower57_g13136 , ( max( break71_g13136.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g13136.w * _RecolorRGBFade )); + float4 appendResult30_g13136 = (float4(lerpResult26_g13136 , temp_output_1_0_g13136.a)); + float4 staticSwitch43_g13104 = appendResult30_g13136; + #else + float4 staticSwitch43_g13104 = temp_output_3_0_g13104; + #endif + float4 temp_output_1_0_g13134 = staticSwitch43_g13104; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g13134 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g13104 ); + #else + float4 staticSwitch62_g13134 = temp_output_1_0_g13134; + #endif + float3 hsvTorgb33_g13134 = RGBToHSV( staticSwitch62_g13134.rgb ); + float temp_output_43_0_g13134 = ( ( hsvTorgb33_g13134.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g13134 = 0; + if( temp_output_43_0_g13134 >= 0.8333333 ) + ifLocalVar46_g13134 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g13134 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g13134 = 0; + if( temp_output_43_0_g13134 <= 0.6666667 ) + ifLocalVar44_g13134 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g13134 = ifLocalVar46_g13134; + float4 ifLocalVar47_g13134 = 0; + if( temp_output_43_0_g13134 <= 0.3333333 ) + ifLocalVar47_g13134 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g13134 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g13134 = 0; + if( temp_output_43_0_g13134 <= 0.1666667 ) + ifLocalVar45_g13134 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g13134 = ifLocalVar47_g13134; + float4 ifLocalVar35_g13134 = 0; + if( temp_output_43_0_g13134 >= 0.5 ) + ifLocalVar35_g13134 = ifLocalVar44_g13134; + else + ifLocalVar35_g13134 = ifLocalVar45_g13134; + #ifdef _ENABLERECOLORRGBYCP_ON + float4 break55_g13134 = ifLocalVar35_g13134; + float3 appendResult56_g13134 = (float3(break55_g13134.r , break55_g13134.g , break55_g13134.b)); + float4 break2_g13135 = temp_output_1_0_g13134; + float saferPower57_g13134 = abs( ( ( break2_g13135.x + break2_g13135.x + break2_g13135.y + break2_g13135.y + break2_g13135.y + break2_g13135.z ) / 6.0 ) ); + float3 lerpResult26_g13134 = lerp( (temp_output_1_0_g13134).rgb , ( appendResult56_g13134 * pow( saferPower57_g13134 , max( ( break55_g13134.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g13134.z * _RecolorRGBYCPFade )); + float4 appendResult30_g13134 = (float4(lerpResult26_g13134 , temp_output_1_0_g13134.a)); + float4 staticSwitch9_g13104 = appendResult30_g13134; + #else + float4 staticSwitch9_g13104 = staticSwitch43_g13104; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g13108 = staticSwitch9_g13104; + float3 temp_output_2_0_g13108 = (temp_output_1_0_g13108).rgb; + float3 In115_g13108 = temp_output_2_0_g13108; + float3 From115_g13108 = (_ColorReplaceFromColor).rgb; + float4 break2_g13109 = temp_output_1_0_g13108; + float3 To115_g13108 = ( pow( max( ( ( break2_g13109.x + break2_g13109.x + break2_g13109.y + break2_g13109.y + break2_g13109.y + break2_g13109.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g13108 = _ColorReplaceSmoothness; + float Range115_g13108 = _ColorReplaceRange; + float3 localMyCustomExpression115_g13108 = MyCustomExpression115_g13108( In115_g13108 , From115_g13108 , To115_g13108 , Fuzziness115_g13108 , Range115_g13108 ); + float3 lerpResult112_g13108 = lerp( temp_output_2_0_g13108 , localMyCustomExpression115_g13108 , _ColorReplaceFade); + float4 appendResult4_g13108 = (float4(lerpResult112_g13108 , temp_output_1_0_g13108.a)); + float4 staticSwitch29_g13104 = appendResult4_g13108; + #else + float4 staticSwitch29_g13104 = staticSwitch9_g13104; + #endif + float4 temp_output_1_0_g13121 = staticSwitch29_g13104; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g13121 = (temp_output_1_0_g13121).rgb; + float3 lerpResult3_g13121 = lerp( temp_output_9_0_g13121 , ( 1.0 - temp_output_9_0_g13121 ) , _NegativeFade); + float4 appendResult8_g13121 = (float4(lerpResult3_g13121 , temp_output_1_0_g13121.a)); + float4 staticSwitch4_g13121 = appendResult8_g13121; + #else + float4 staticSwitch4_g13121 = temp_output_1_0_g13121; + #endif + float4 temp_output_57_0_g13104 = staticSwitch4_g13121; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g13144 = temp_output_57_0_g13104; + float3 temp_cast_34 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g13144 = (float4(pow( max( (temp_output_1_0_g13144).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_34 ) , temp_output_1_0_g13144.a)); + float4 staticSwitch32_g13104 = appendResult4_g13144; + #else + float4 staticSwitch32_g13104 = temp_output_57_0_g13104; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g13119 = staticSwitch32_g13104; + float4 appendResult6_g13119 = (float4(( (temp_output_2_0_g13119).rgb * _Brightness ) , temp_output_2_0_g13119.a)); + float4 staticSwitch33_g13104 = appendResult6_g13119; + #else + float4 staticSwitch33_g13104 = staticSwitch32_g13104; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g13120 = staticSwitch33_g13104; + float3 hsvTorgb1_g13120 = RGBToHSV( temp_output_2_0_g13120.rgb ); + float3 hsvTorgb3_g13120 = HSVToRGB( float3(( hsvTorgb1_g13120.x + _Hue ),hsvTorgb1_g13120.y,hsvTorgb1_g13120.z) ); + float4 appendResult8_g13120 = (float4(hsvTorgb3_g13120 , temp_output_2_0_g13120.a)); + float4 staticSwitch36_g13104 = appendResult8_g13120; + #else + float4 staticSwitch36_g13104 = staticSwitch33_g13104; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g13138 = staticSwitch36_g13104; + float4 break2_g13139 = temp_output_1_0_g13138; + float temp_output_3_0_g13138 = ( ( break2_g13139.x + break2_g13139.x + break2_g13139.y + break2_g13139.y + break2_g13139.y + break2_g13139.z ) / 6.0 ); + float clampResult25_g13138 = clamp( ( ( ( ( temp_output_3_0_g13138 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g13138 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g13138); + float3 lerpResult11_g13138 = lerp( (temp_output_1_0_g13138).rgb , ( lerpResult6_g13138 * pow( max( temp_output_3_0_g13138 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g13138 = (float4(lerpResult11_g13138 , temp_output_1_0_g13138.a)); + float4 staticSwitch30_g13104 = appendResult18_g13138; + #else + float4 staticSwitch30_g13104 = staticSwitch36_g13104; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g13116 = staticSwitch30_g13104; + float3 temp_output_4_0_g13116 = (temp_output_1_0_g13116).rgb; + float4 break12_g13116 = temp_output_1_0_g13116; + float3 lerpResult7_g13116 = lerp( temp_output_4_0_g13116 , ( temp_output_4_0_g13116 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g13116.r , break12_g13116.g ) , break12_g13116.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g13116 = lerp( temp_output_4_0_g13116 , lerpResult7_g13116 , _BlackTintFade); + float4 appendResult11_g13116 = (float4(lerpResult13_g13116 , break12_g13116.a)); + float4 staticSwitch20_g13104 = appendResult11_g13116; + #else + float4 staticSwitch20_g13104 = staticSwitch30_g13104; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g13130 = staticSwitch20_g13104; + float4 break2_g13132 = temp_output_1_0_g13130; + float2 temp_output_65_0_g13130 = shaderPosition235; + float linValue16_g13131 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g13130 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g13131 = MyCustomExpression16_g13131( linValue16_g13131 ); + float clampResult53_g13130 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g13130 ) ) + ( localMyCustomExpression16_g13131 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g13130 = lerp( (temp_output_1_0_g13130).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g13132.x + break2_g13132.x + break2_g13132.y + break2_g13132.y + break2_g13132.y + break2_g13132.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g13130 )); + float4 appendResult9_g13130 = (float4(lerpResult7_g13130 , (temp_output_1_0_g13130).a)); + float4 staticSwitch17_g13104 = appendResult9_g13130; + #else + float4 staticSwitch17_g13104 = staticSwitch20_g13104; + #endif + float temp_output_39_0_g13104 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g13122 = staticSwitch17_g13104; + float3 hsvTorgb15_g13122 = RGBToHSV( (temp_output_1_0_g13122).rgb ); + float3 hsvTorgb19_g13122 = HSVToRGB( float3(( ( temp_output_39_0_g13104 * _ShiftHueSpeed ) + hsvTorgb15_g13122.x ),hsvTorgb15_g13122.y,hsvTorgb15_g13122.z) ); + float4 appendResult6_g13122 = (float4(hsvTorgb19_g13122 , temp_output_1_0_g13122.a)); + float4 staticSwitch19_g13104 = appendResult6_g13122; + #else + float4 staticSwitch19_g13104 = staticSwitch17_g13104; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g13126 = HSVToRGB( float3(( ( temp_output_39_0_g13104 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g13126 = staticSwitch19_g13104; + float4 break2_g13128 = temp_output_1_0_g13126; + float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g13127 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g13126 = ( _AddHueFade * ( tex2DNode3_g13127.r * tex2DNode3_g13127.a ) ); + #else + float staticSwitch33_g13126 = _AddHueFade; + #endif + float4 appendResult6_g13126 = (float4(( ( hsvTorgb19_g13126 * pow( max( ( ( break2_g13128.x + break2_g13128.x + break2_g13128.y + break2_g13128.y + break2_g13128.y + break2_g13128.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g13126 ) + (temp_output_1_0_g13126).rgb ) , temp_output_1_0_g13126.a)); + float4 staticSwitch23_g13104 = appendResult6_g13126; + #else + float4 staticSwitch23_g13104 = staticSwitch19_g13104; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g13123 = staticSwitch23_g13104; + float4 break2_g13124 = temp_output_1_0_g13123; + float3 temp_output_13_0_g13123 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g13123 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g13123 = ( (tex2DNode30_g13123).rgb * temp_output_13_0_g13123 * tex2DNode30_g13123.a ); + #else + float3 staticSwitch27_g13123 = temp_output_13_0_g13123; + #endif + float4 appendResult21_g13123 = (float4(( (temp_output_1_0_g13123).rgb + ( pow( max( ( ( break2_g13124.x + break2_g13124.x + break2_g13124.y + break2_g13124.y + break2_g13124.y + break2_g13124.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g13123 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g13104 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g13123.a)); + float4 staticSwitch28_g13104 = appendResult21_g13123; + #else + float4 staticSwitch28_g13104 = staticSwitch23_g13104; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g13111 = staticSwitch28_g13104; + float4 break2_g13112 = temp_output_1_0_g13111; + float3 temp_cast_50 = (( ( break2_g13112.x + break2_g13112.x + break2_g13112.y + break2_g13112.y + break2_g13112.y + break2_g13112.z ) / 6.0 )).xxx; + float3 lerpResult5_g13111 = lerp( temp_cast_50 , (temp_output_1_0_g13111).rgb , _Saturation); + float4 appendResult8_g13111 = (float4(lerpResult5_g13111 , temp_output_1_0_g13111.a)); + float4 staticSwitch38_g13104 = appendResult8_g13111; + #else + float4 staticSwitch38_g13104 = staticSwitch28_g13104; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g13113 = staticSwitch38_g13104; + float3 temp_output_82_0_g13113 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g13113 = temp_output_1_0_g13104; + float temp_output_179_0_g13113 = temp_output_39_0_g13104; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g13113 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g13113 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g13113 ) ) )).rgb * temp_output_82_0_g13113 ); + #else + float3 staticSwitch187_g13113 = temp_output_82_0_g13113; + #endif + float linValue16_g13115 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g13113 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g13113 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g13115 = MyCustomExpression16_g13115( linValue16_g13115 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g13113 = ( ( localMyCustomExpression16_g13115 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g13113 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g13113 = ( staticSwitch169_g13113 + temp_output_7_0_g13113 ); + float2 appendResult2_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g13113 = ( 100.0 / appendResult2_g13114 ); + float temp_output_178_0_g13113 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13113 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) ) ); + float3 lerpResult176_g13113 = lerp( (temp_output_15_0_g13113).rgb , staticSwitch187_g13113 , temp_output_178_0_g13113); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g13113 = ( temp_output_178_0_g13113 * temp_output_15_0_g13113.a ); + #else + float staticSwitch188_g13113 = temp_output_15_0_g13113.a; + #endif + float4 appendResult177_g13113 = (float4(lerpResult176_g13113 , staticSwitch188_g13113)); + float4 staticSwitch12_g13104 = appendResult177_g13113; + #else + float4 staticSwitch12_g13104 = staticSwitch38_g13104; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g13141 = staticSwitch12_g13104; + float3 temp_output_82_0_g13141 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g13141 = temp_output_1_0_g13104; + float temp_output_186_0_g13141 = temp_output_39_0_g13104; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g13141 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g13141 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g13141 ) ) )).rgb * temp_output_82_0_g13141 ); + #else + float3 staticSwitch199_g13141 = temp_output_82_0_g13141; + #endif + float temp_output_182_0_g13141 = ( ( 1.0 - temp_output_15_0_g13141.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g13141 = 1.0; + #else + float staticSwitch203_g13141 = temp_output_182_0_g13141; + #endif + float3 lerpResult178_g13141 = lerp( (temp_output_15_0_g13141).rgb , staticSwitch199_g13141 , staticSwitch203_g13141); + float3 lerpResult170_g13141 = lerp( lerpResult178_g13141 , staticSwitch199_g13141 , staticSwitch203_g13141); + float linValue16_g13142 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g13141 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g13141 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g13142 = MyCustomExpression16_g13142( linValue16_g13142 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g13141 = ( ( localMyCustomExpression16_g13142 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g13141 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g13141 = ( staticSwitch157_g13141 + temp_output_7_0_g13141 ); + float2 appendResult2_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g13141 = ( 100.0 / appendResult2_g13143 ); + float lerpResult168_g13141 = lerp( temp_output_15_0_g13141.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13141 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g13141 = ( temp_output_182_0_g13141 * lerpResult168_g13141 ); + #else + float staticSwitch200_g13141 = lerpResult168_g13141; + #endif + float4 appendResult174_g13141 = (float4(lerpResult170_g13141 , staticSwitch200_g13141)); + float4 staticSwitch13_g13104 = appendResult174_g13141; + #else + float4 staticSwitch13_g13104 = staticSwitch12_g13104; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g13118 = staticSwitch13_g13104; + float3 temp_output_82_0_g13118 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g13118 = temp_output_1_0_g13104; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g13118 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g13118 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g13104 ) ) )).rgb * temp_output_82_0_g13118 ); + #else + float3 staticSwitch199_g13118 = temp_output_82_0_g13118; + #endif + float temp_output_213_0_g13118 = ( _PixelOutlineFade * step( temp_output_15_0_g13118.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g13118 = ( ( 1.0 - temp_output_15_0_g13118.a ) * min( ( temp_output_213_0_g13118 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g13118 = 1.0; + #else + float staticSwitch203_g13118 = temp_output_182_0_g13118; + #endif + float3 lerpResult178_g13118 = lerp( (temp_output_15_0_g13118).rgb , staticSwitch199_g13118 , staticSwitch203_g13118); + float3 lerpResult170_g13118 = lerp( lerpResult178_g13118 , staticSwitch199_g13118 , staticSwitch203_g13118); + float2 appendResult206_g13118 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g13118 = ( float2( 1,1 ) / appendResult206_g13118 ); + float lerpResult168_g13118 = lerp( temp_output_15_0_g13118.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g13118 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g13118 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g13118 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g13118 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g13118); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g13118 = ( temp_output_182_0_g13118 * lerpResult168_g13118 ); + #else + float staticSwitch200_g13118 = lerpResult168_g13118; + #endif + float4 appendResult174_g13118 = (float4(lerpResult170_g13118 , staticSwitch200_g13118)); + float4 staticSwitch48_g13104 = appendResult174_g13118; + #else + float4 staticSwitch48_g13104 = staticSwitch13_g13104; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g13105 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g13104 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g13105 = staticSwitch48_g13104; + float4 break2_g13106 = temp_output_5_0_g13105; + float4 appendResult12_g13105 = (float4(( ( lerpResult15_g13105 * _PingPongGlowFade * pow( max( ( ( break2_g13106.x + break2_g13106.x + break2_g13106.y + break2_g13106.y + break2_g13106.y + break2_g13106.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g13105).rgb ) , temp_output_5_0_g13105.a)); + float4 staticSwitch46_g13104 = appendResult12_g13105; + #else + float4 staticSwitch46_g13104 = staticSwitch48_g13104; + #endif + float4 temp_output_361_0 = staticSwitch46_g13104; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g13146 = temp_output_361_0; + float4 break2_g13147 = temp_output_1_0_g13146; + float temp_output_44_0_g13146 = 0.5; + float4 appendResult22_g13146 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g13147.x + break2_g13147.x + break2_g13147.y + break2_g13147.y + break2_g13147.y + break2_g13147.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g13146 * 0.2 ) ) + ase_positionSSNorm.y ) / temp_output_44_0_g13146 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g13146.a ))); + float4 lerpResult37_g13146 = lerp( temp_output_1_0_g13146 , appendResult22_g13146 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g13146; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g13149 = staticSwitch56; + float4 break2_g13151 = temp_output_1_0_g13149; + float temp_output_34_0_g13149 = shaderTime237; + float linValue16_g13150 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g13149 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g13150 = MyCustomExpression16_g13150( linValue16_g13150 ); + float3 hsvTorgb3_g13152 = HSVToRGB( float3(( localMyCustomExpression16_g13150 + ( temp_output_34_0_g13149 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g13149 = lerp( (temp_output_1_0_g13149).rgb , ( ( ( break2_g13151.x + break2_g13151.x + break2_g13151.y + break2_g13151.y + break2_g13151.y + break2_g13151.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g13152 ) , glitchFade152); + float4 appendResult27_g13149 = (float4(lerpResult23_g13149 , temp_output_1_0_g13149.a)); + float4 staticSwitch57 = appendResult27_g13149; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g13153 = staticSwitch57; + float4 temp_output_1_0_g13183 = temp_output_3_0_g13153; + float2 temp_output_41_0_g13153 = shaderPosition235; + float2 temp_output_99_0_g13183 = temp_output_41_0_g13153; + float temp_output_40_0_g13153 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g13188 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g13153 * _CamouflageDistortionSpeed ) + temp_output_99_0_g13183 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g13188 = MyCustomExpression16_g13188( linValue16_g13188 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g13183 = ( ( ( localMyCustomExpression16_g13188 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g13183 ); + #else + float2 staticSwitch101_g13183 = temp_output_99_0_g13183; + #endif + float linValue16_g13185 = tex2D( _UberNoiseTexture, ( staticSwitch101_g13183 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g13185 = MyCustomExpression16_g13185( linValue16_g13185 ); + float clampResult52_g13183 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g13185 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g13183 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g13183 ) , clampResult52_g13183); + float linValue16_g13187 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g13183 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g13187 = MyCustomExpression16_g13187( linValue16_g13187 ); + float clampResult65_g13183 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g13187 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g13183 = lerp( lerpResult55_g13183 , ( _CamouflageColorB * clampResult65_g13183 ) , clampResult65_g13183); + float4 break2_g13186 = temp_output_1_0_g13183; + float3 lerpResult4_g13183 = lerp( (temp_output_1_0_g13183).rgb , ( (lerpResult68_g13183).rgb * pow( max( ( ( break2_g13186.x + break2_g13186.x + break2_g13186.y + break2_g13186.y + break2_g13186.y + break2_g13186.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g13183 = (float4(lerpResult4_g13183 , temp_output_1_0_g13183.a)); + float4 staticSwitch26_g13153 = appendResult7_g13183; + #else + float4 staticSwitch26_g13153 = temp_output_3_0_g13153; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g13176 = staticSwitch26_g13153; + float temp_output_59_0_g13176 = temp_output_40_0_g13153; + float2 temp_output_58_0_g13176 = temp_output_41_0_g13153; + float linValue16_g13177 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g13176 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g13176 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g13177 = MyCustomExpression16_g13177( linValue16_g13177 ); + float linValue16_g13179 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13177 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g13176 * _MetalNoiseSpeed ) + temp_output_58_0_g13176 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g13179 = MyCustomExpression16_g13179( linValue16_g13179 ); + float4 break2_g13178 = temp_output_1_0_g13176; + float temp_output_5_0_g13176 = ( ( break2_g13178.x + break2_g13178.x + break2_g13178.y + break2_g13178.y + break2_g13178.y + break2_g13178.z ) / 6.0 ); + float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g13181 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g13176 = ( _MetalFade * ( tex2DNode3_g13181.r * tex2DNode3_g13181.a ) ); + #else + float staticSwitch60_g13176 = _MetalFade; + #endif + float4 lerpResult45_g13176 = lerp( temp_output_1_0_g13176 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g13179 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g13176 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g13176 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g13176); + float4 appendResult8_g13176 = (float4((lerpResult45_g13176).rgb , (temp_output_1_0_g13176).a)); + float4 staticSwitch28_g13153 = appendResult8_g13176; + #else + float4 staticSwitch28_g13153 = staticSwitch26_g13153; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g13168 = staticSwitch28_g13153; + float4 break2_g13169 = temp_output_1_0_g13168; + float temp_output_7_0_g13168 = ( ( break2_g13169.x + break2_g13169.x + break2_g13169.y + break2_g13169.y + break2_g13169.y + break2_g13169.z ) / 6.0 ); + float2 temp_output_72_0_g13168 = temp_output_41_0_g13153; + float linValue16_g13170 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13168 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g13170 = MyCustomExpression16_g13170( linValue16_g13170 ); + float temp_output_73_0_g13168 = temp_output_40_0_g13153; + float linValue16_g13172 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g13168 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g13168 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g13172 = MyCustomExpression16_g13172( linValue16_g13172 ); + float linValue16_g13173 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13172 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g13168 * _FrozenHighlightSpeed ) + temp_output_72_0_g13168 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g13173 = MyCustomExpression16_g13173( linValue16_g13173 ); + float3 lerpResult57_g13168 = lerp( (temp_output_1_0_g13168).rgb , ( ( pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g13170 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g13173 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g13168 = (float4(lerpResult57_g13168 , temp_output_1_0_g13168.a)); + float4 staticSwitch29_g13153 = appendResult26_g13168; + #else + float4 staticSwitch29_g13153 = staticSwitch28_g13153; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g13162 = staticSwitch29_g13153; + float3 temp_output_28_0_g13162 = (temp_output_1_0_g13162).rgb; + float4 break2_g13166 = float4( temp_output_28_0_g13162 , 0.0 ); + float2 temp_output_72_0_g13162 = temp_output_41_0_g13153; + float linValue16_g13165 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13162 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g13165 = MyCustomExpression16_g13165( linValue16_g13165 ); + float linValue16_g13163 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13165 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g13162 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g13163 = MyCustomExpression16_g13163( linValue16_g13163 ); + float clampResult68_g13162 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g13163 ) , 0.0 , 1.0 ); + float linValue16_g13164 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13162 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g13164 = MyCustomExpression16_g13164( linValue16_g13164 ); + float temp_output_15_0_g13162 = ( ( ( _BurnRadius - distance( temp_output_72_0_g13162 , _BurnPosition ) ) + ( localMyCustomExpression16_g13164 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g13162 = clamp( temp_output_15_0_g13162 , 0.0 , 1.0 ); + float3 lerpResult29_g13162 = lerp( temp_output_28_0_g13162 , ( pow( max( ( ( break2_g13166.x + break2_g13166.x + break2_g13166.y + break2_g13166.y + break2_g13166.y + break2_g13166.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g13162 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g13162); + float3 lerpResult40_g13162 = lerp( temp_output_28_0_g13162 , ( lerpResult29_g13162 + ( ( step( temp_output_15_0_g13162 , 1.0 ) * step( 0.0 , temp_output_15_0_g13162 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g13162 = (float4(lerpResult40_g13162 , temp_output_1_0_g13162.a)); + float4 staticSwitch32_g13153 = appendResult43_g13162; + #else + float4 staticSwitch32_g13153 = staticSwitch29_g13153; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g13158 = temp_output_41_0_g13153; + float linValue16_g13159 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g13158 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g13159 = MyCustomExpression16_g13159( linValue16_g13159 ); + float3 hsvTorgb3_g13161 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g13158 , _RainbowCenter ) + ( localMyCustomExpression16_g13159 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g13153 ) ),1.0,1.0) ); + float3 hsvTorgb36_g13158 = RGBToHSV( hsvTorgb3_g13161 ); + float3 hsvTorgb37_g13158 = HSVToRGB( float3(hsvTorgb36_g13158.x,_RainbowSaturation,( hsvTorgb36_g13158.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g13158 = staticSwitch32_g13153; + float4 break2_g13160 = temp_output_1_0_g13158; + float saferPower24_g13158 = abs( ( ( break2_g13160.x + break2_g13160.x + break2_g13160.y + break2_g13160.y + break2_g13160.y + break2_g13160.z ) / 6.0 ) ); + float4 appendResult29_g13158 = (float4(( ( hsvTorgb37_g13158 * pow( saferPower24_g13158 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g13158).rgb ) , temp_output_1_0_g13158.a)); + float4 staticSwitch34_g13153 = appendResult29_g13158; + #else + float4 staticSwitch34_g13153 = staticSwitch32_g13153; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g13154 = staticSwitch34_g13153; + float3 temp_output_57_0_g13154 = (temp_output_1_0_g13154).rgb; + float4 break2_g13156 = temp_output_1_0_g13154; + float3 temp_cast_73 = (( ( break2_g13156.x + break2_g13156.x + break2_g13156.y + break2_g13156.y + break2_g13156.y + break2_g13156.z ) / 6.0 )).xxx; + float3 lerpResult92_g13154 = lerp( temp_cast_73 , temp_output_57_0_g13154 , _ShineSaturation); + float3 temp_cast_74 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g13154 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g13153 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g13154 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g13154 = clamp( ( ( ( sin( ( rotatedValue69_g13154.x - ( temp_output_40_0_g13153 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g13154 ) ) / temp_output_103_0_g13154 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g13155 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g13154 = ( _ShineFade * ( tex2DNode3_g13155.r * tex2DNode3_g13155.a ) ); + #else + float staticSwitch98_g13154 = _ShineFade; + #endif + float4 appendResult8_g13154 = (float4(( temp_output_57_0_g13154 + ( ( pow( max( lerpResult92_g13154 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_74 ) * (_ShineColor).rgb ) * clampResult80_g13154 * staticSwitch98_g13154 ) ) , (temp_output_1_0_g13154).a)); + float4 staticSwitch36_g13153 = appendResult8_g13154; + #else + float4 staticSwitch36_g13153 = staticSwitch34_g13153; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g13189 = temp_output_40_0_g13153; + float linValue16_g13191 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g13189 * _PoisonNoiseSpeed ) + temp_output_41_0_g13153 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g13191 = MyCustomExpression16_g13191( linValue16_g13191 ); + float3 temp_output_24_0_g13189 = (_PoisonColor).rgb; + float4 temp_output_1_0_g13189 = staticSwitch36_g13153; + float3 temp_output_28_0_g13189 = (temp_output_1_0_g13189).rgb; + float4 break2_g13190 = float4( temp_output_28_0_g13189 , 0.0 ); + float3 lerpResult32_g13189 = lerp( temp_output_28_0_g13189 , ( temp_output_24_0_g13189 * ( ( break2_g13190.x + break2_g13190.x + break2_g13190.y + break2_g13190.y + break2_g13190.y + break2_g13190.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g13189 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g13191 + ( temp_output_41_0_g13189 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g13189 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g13189 ) , temp_output_1_0_g13189.a)); + float4 staticSwitch39_g13153 = appendResult27_g13189; + #else + float4 staticSwitch39_g13153 = staticSwitch36_g13153; + #endif + float4 temp_output_10_0_g13193 = staticSwitch39_g13153; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g13193 = (temp_output_10_0_g13193).rgb; + float2 temp_output_2_0_g13193 = temp_output_41_0_g13153; + float temp_output_1_0_g13193 = temp_output_40_0_g13153; + float2 temp_output_6_0_g13193 = ( temp_output_1_0_g13193 * _EnchantedSpeed ); + float linValue16_g13196 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g13193 - ( ( temp_output_6_0_g13193 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g13196 = MyCustomExpression16_g13196( linValue16_g13196 ); + float linValue16_g13194 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g13193 + temp_output_2_0_g13193 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g13194 = MyCustomExpression16_g13194( linValue16_g13194 ); + float temp_output_36_0_g13193 = ( localMyCustomExpression16_g13196 + localMyCustomExpression16_g13194 ); + float temp_output_43_0_g13193 = ( temp_output_36_0_g13193 * 0.5 ); + float3 lerpResult42_g13193 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g13193); + float3 hsvTorgb53_g13193 = HSVToRGB( float3(( ( temp_output_43_0_g13193 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g13193 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g13193 = hsvTorgb53_g13193; + #else + float3 staticSwitch50_g13193 = lerpResult42_g13193; + #endif + float4 break2_g13195 = temp_output_10_0_g13193; + float3 temp_output_40_0_g13193 = ( staticSwitch50_g13193 * pow( max( ( ( break2_g13195.x + break2_g13195.x + break2_g13195.y + break2_g13195.y + break2_g13195.y + break2_g13195.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g13193 = ( max( ( temp_output_36_0_g13193 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g13193 = lerp( temp_output_12_0_g13193 , temp_output_40_0_g13193 , temp_output_45_0_g13193); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g13193 = lerpResult44_g13193; + #else + float3 staticSwitch47_g13193 = ( temp_output_12_0_g13193 + ( temp_output_40_0_g13193 * temp_output_45_0_g13193 ) ); + #endif + float4 appendResult19_g13193 = (float4(staticSwitch47_g13193 , temp_output_10_0_g13193.a)); + float4 staticSwitch11_g13193 = appendResult19_g13193; + #else + float4 staticSwitch11_g13193 = temp_output_10_0_g13193; + #endif + float4 temp_output_1_0_g13198 = staticSwitch11_g13193; + #ifdef _ENABLESHIFTING_ON + float4 break5_g13198 = temp_output_1_0_g13198; + float3 appendResult32_g13198 = (float3(break5_g13198.r , break5_g13198.g , break5_g13198.b)); + float4 break2_g13199 = temp_output_1_0_g13198; + float temp_output_4_0_g13198 = ( ( break2_g13199.x + break2_g13199.x + break2_g13199.y + break2_g13199.y + break2_g13199.y + break2_g13199.z ) / 6.0 ); + float temp_output_11_0_g13198 = ( ( ( temp_output_4_0_g13198 + ( temp_output_40_0_g13153 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g13198 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g13198 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g13198 = HSVToRGB( float3(temp_output_11_0_g13198,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g13198 = hsvTorgb12_g13198; + #else + float3 staticSwitch26_g13198 = ( lerpResult20_g13198 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g13198 = lerp( appendResult32_g13198 , ( staticSwitch26_g13198 * pow( max( temp_output_4_0_g13198 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g13198 = (float4(lerpResult31_g13198 , break5_g13198.a)); + float4 staticSwitch33_g13198 = appendResult6_g13198; + #else + float4 staticSwitch33_g13198 = temp_output_1_0_g13198; + #endif + float4 temp_output_5_0_g13205 = staticSwitch33_g13198; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g13205 = temp_output_5_0_g13205; + float3 appendResult11_g13205 = (float3(break6_g13205.r , break6_g13205.g , break6_g13205.b)); + float temp_output_27_0_g13205 = temp_output_40_0_g13153; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g13205 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g13205 ) ); + #else + float2 staticSwitch73_g13205 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g13205 = ( ( _TextureLayer1Scale * temp_output_41_0_g13153 ) - staticSwitch73_g13205 ); + float2 temp_cast_83 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g13206 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g13205 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_83 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g13206 = _TextureLayer1Columns; + int Height10_g13206 = _TextureLayer1Rows; + float Tile10_g13206 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g13205 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g13206 = float2( 0,1 ); + float2 localMyCustomExpression10_g13206 = MyCustomExpression10_g13206( UV10_g13206 , Width10_g13206 , Height10_g13206 , Tile10_g13206 , Invert10_g13206 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g13205 = localMyCustomExpression10_g13206; + #else + float2 staticSwitch20_g13205 = temp_output_72_0_g13205; + #endif + float4 tex2DNode3_g13205 = tex2D( _TextureLayer1Texture, staticSwitch20_g13205 ); + float3 appendResult13_g13205 = (float3(tex2DNode3_g13205.r , tex2DNode3_g13205.g , tex2DNode3_g13205.b)); + float3 appendResult18_g13205 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g13205 = ( appendResult13_g13205 * appendResult18_g13205 ); + float4 break2_g13207 = temp_output_5_0_g13205; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g13205 = ( pow( max( ( ( break2_g13207.x + break2_g13207.x + break2_g13207.y + break2_g13207.y + break2_g13207.y + break2_g13207.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g13205 ); + #else + float3 staticSwitch80_g13205 = temp_output_16_0_g13205; + #endif + float3 lerpResult12_g13205 = lerp( appendResult11_g13205 , staticSwitch80_g13205 , ( tex2DNode3_g13205.a * _TextureLayer1Fade )); + float4 appendResult14_g13205 = (float4(lerpResult12_g13205 , break6_g13205.a)); + float4 staticSwitch15_g13205 = appendResult14_g13205; + #else + float4 staticSwitch15_g13205 = temp_output_5_0_g13205; + #endif + float4 temp_output_5_0_g13201 = staticSwitch15_g13205; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g13201 = temp_output_5_0_g13201; + float3 appendResult11_g13201 = (float3(break6_g13201.r , break6_g13201.g , break6_g13201.b)); + float temp_output_27_0_g13201 = temp_output_40_0_g13153; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g13201 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g13201 ) ); + #else + float2 staticSwitch73_g13201 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g13201 = ( ( _TextureLayer2Scale * temp_output_41_0_g13153 ) - staticSwitch73_g13201 ); + float2 temp_cast_86 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g13202 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g13201 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_86 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g13202 = _TextureLayer2Columns; + int Height10_g13202 = _TextureLayer2Rows; + float Tile10_g13202 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g13201 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g13202 = float2( 0,1 ); + float2 localMyCustomExpression10_g13202 = MyCustomExpression10_g13202( UV10_g13202 , Width10_g13202 , Height10_g13202 , Tile10_g13202 , Invert10_g13202 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g13201 = localMyCustomExpression10_g13202; + #else + float2 staticSwitch20_g13201 = temp_output_72_0_g13201; + #endif + float4 tex2DNode3_g13201 = tex2D( _TextureLayer2Texture, staticSwitch20_g13201 ); + float3 appendResult13_g13201 = (float3(tex2DNode3_g13201.r , tex2DNode3_g13201.g , tex2DNode3_g13201.b)); + float3 appendResult18_g13201 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g13201 = ( appendResult13_g13201 * appendResult18_g13201 ); + float4 break2_g13203 = temp_output_5_0_g13201; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g13201 = ( pow( max( ( ( break2_g13203.x + break2_g13203.x + break2_g13203.y + break2_g13203.y + break2_g13203.y + break2_g13203.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g13201 ); + #else + float3 staticSwitch84_g13201 = temp_output_16_0_g13201; + #endif + float3 lerpResult12_g13201 = lerp( appendResult11_g13201 , staticSwitch84_g13201 , ( tex2DNode3_g13201.a * _TextureLayer2Fade )); + float4 appendResult14_g13201 = (float4(lerpResult12_g13201 , break6_g13201.a)); + float4 staticSwitch15_g13201 = appendResult14_g13201; + #else + float4 staticSwitch15_g13201 = temp_output_5_0_g13201; + #endif + float4 temp_output_473_0 = staticSwitch15_g13201; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g13209 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g13209 = (float4(break4_g13209.r , break4_g13209.g , break4_g13209.b , ( break4_g13209.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g13209; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g13210 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )); + float4 appendResult5_g13210 = (float4(break4_g13210.r , break4_g13210.g , break4_g13210.b , ( break4_g13210.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g13210; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g13211 = staticSwitch75; + float4 temp_output_1_0_g13212 = temp_output_1_0_g13211; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g13212 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g13211 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g13213 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g13211 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13213 = MyCustomExpression16_g13213( linValue16_g13213 ); + float clampResult17_g13212 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g13212 ) ) - localMyCustomExpression16_g13213 ) / temp_output_53_0_g13212 ) , 0.0 , 1.0 ); + float4 appendResult3_g13212 = (float4((temp_output_1_0_g13212).rgb , ( temp_output_1_0_g13212.a * clampResult17_g13212 ))); + float4 staticSwitch3_g13211 = appendResult3_g13212; + #else + float4 staticSwitch3_g13211 = temp_output_1_0_g13211; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g13221 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g13211 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13221 = MyCustomExpression16_g13221( linValue16_g13221 ); + float temp_output_5_0_g13220 = localMyCustomExpression16_g13221; + float temp_output_61_0_g13220 = step( temp_output_5_0_g13220 , _FullGlowDissolveFade ); + float temp_output_53_0_g13220 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g13220 = staticSwitch3_g13211; + float4 appendResult3_g13220 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g13220 - step( temp_output_5_0_g13220 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g13220 ) ) - temp_output_53_0_g13220 ) ) ) ) + (temp_output_1_0_g13220).rgb ) , ( temp_output_1_0_g13220.a * temp_output_61_0_g13220 ))); + float4 staticSwitch5_g13211 = appendResult3_g13220; + #else + float4 staticSwitch5_g13211 = staticSwitch3_g13211; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g13222 = staticSwitch5_g13211; + float2 temp_output_76_0_g13222 = temp_output_18_0_g13211; + float linValue16_g13223 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g13222 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13223 = MyCustomExpression16_g13223( linValue16_g13223 ); + float clampResult17_g13222 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g13222 ) + ( localMyCustomExpression16_g13223 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g13222 = (float4((temp_output_1_0_g13222).rgb , ( temp_output_1_0_g13222.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g13222 ) ):( clampResult17_g13222 )) ))); + float4 staticSwitch8_g13211 = appendResult3_g13222; + #else + float4 staticSwitch8_g13211 = staticSwitch5_g13211; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g13218 = temp_output_18_0_g13211; + float linValue16_g13219 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g13218 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g13219 = MyCustomExpression16_g13219( linValue16_g13219 ); + float temp_output_65_0_g13218 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g13218 ) + ( localMyCustomExpression16_g13219 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g13218 = step( temp_output_65_0_g13218 , _SourceGlowDissolveFade ); + float temp_output_76_0_g13218 = step( temp_output_65_0_g13218 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g13218 = staticSwitch8_g13211; + float4 appendResult3_g13218 = (float4(( ( max( ( temp_output_75_0_g13218 - temp_output_76_0_g13218 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g13218).rgb ) , ( temp_output_1_0_g13218.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g13218 ) ):( temp_output_75_0_g13218 )) ))); + float4 staticSwitch9_g13211 = appendResult3_g13218; + #else + float4 staticSwitch9_g13211 = staticSwitch8_g13211; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g13214 = staticSwitch9_g13211; + float2 temp_output_161_0_g13214 = temp_output_18_0_g13211; + float3 rotatedValue136_g13214 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g13214 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g13214 = rotatedValue136_g13214; + float linValue16_g13215 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g13214 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g13215 = MyCustomExpression16_g13215( linValue16_g13215 ); + float clampResult154_g13214 = clamp( ( ( break130_g13214.x + break130_g13214.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g13215 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g13214 = (float4((temp_output_1_0_g13214).rgb , ( temp_output_1_0_g13214.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g13214 ) ):( clampResult154_g13214 )) ))); + float4 staticSwitch11_g13211 = appendResult3_g13214; + #else + float4 staticSwitch11_g13211 = staticSwitch9_g13211; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g13216 = temp_output_18_0_g13211; + float3 rotatedValue136_g13216 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g13216 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g13216 = rotatedValue136_g13216; + float linValue16_g13217 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g13216 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g13217 = MyCustomExpression16_g13217( linValue16_g13217 ); + float temp_output_168_0_g13216 = max( ( ( break130_g13216.x + break130_g13216.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g13217 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g13216 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g13216 ) ):( temp_output_168_0_g13216 )) ); + float4 temp_output_1_0_g13216 = staticSwitch11_g13211; + float clampResult154_g13216 = clamp( temp_output_161_0_g13216 , 0.0 , 1.0 ); + float4 appendResult3_g13216 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g13216 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g13216 ) ):( temp_output_168_0_g13216 )) ) ) ) + (temp_output_1_0_g13216).rgb ) , ( temp_output_1_0_g13216.a * clampResult154_g13216 ))); + float4 staticSwitch15_g13211 = appendResult3_g13216; + #else + float4 staticSwitch15_g13211 = staticSwitch11_g13211; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g13224 = staticSwitch15_g13211; + float2 temp_output_126_0_g13224 = temp_output_18_0_g13211; + float temp_output_121_0_g13224 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g13224 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g13225 = (float2(temp_output_121_0_g13224 , temp_output_121_0_g13224)); + float temp_output_17_0_g13225 = length( ( (( ( abs( temp_output_126_0_g13224 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g13225 ) ); + float clampResult17_g13224 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g13225 ) / fwidth( temp_output_17_0_g13225 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g13224 = (float4((temp_output_1_0_g13224).rgb , ( temp_output_1_0_g13224.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g13224 ) ):( clampResult17_g13224 )) ))); + float4 staticSwitch13_g13211 = appendResult3_g13224; + #else + float4 staticSwitch13_g13211 = staticSwitch15_g13211; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g13227 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g13227 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g13227 = ( temp_output_3_0_g13227 * ( (tex2DNode19_g13227).rgb * tex2DNode19_g13227.a ) ); + #else + float3 staticSwitch16_g13227 = temp_output_3_0_g13227; + #endif + float4 temp_output_1_0_g13227 = staticSwitch13_g13211; + float4 break2_g13229 = temp_output_1_0_g13227; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g13227 = ( staticSwitch16_g13227 * pow( max( ( ( break2_g13229.x + break2_g13229.x + break2_g13229.y + break2_g13229.y + break2_g13229.y + break2_g13229.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g13227 = staticSwitch16_g13227; + #endif + float4 appendResult6_g13227 = (float4(( ( staticSwitch17_g13227 * _AddColorFade ) + (temp_output_1_0_g13227).rgb ) , temp_output_1_0_g13227.a)); + float4 staticSwitch5_g13226 = appendResult6_g13227; + #else + float4 staticSwitch5_g13226 = staticSwitch13_g13211; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g13230 = staticSwitch5_g13226; + float3 lerpResult4_g13230 = lerp( (temp_output_1_0_g13230).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g13230.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g13230.a ) * _AlphaTintFade )); + float4 appendResult13_g13230 = (float4(lerpResult4_g13230 , temp_output_1_0_g13230.a)); + float4 staticSwitch11_g13226 = appendResult13_g13230; + #else + float4 staticSwitch11_g13226 = staticSwitch5_g13226; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g13231 = staticSwitch11_g13226; + float3 temp_output_6_0_g13231 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g13231 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g13231 = ( temp_output_6_0_g13231 * ( (tex2DNode23_g13231).rgb * tex2DNode23_g13231.a ) ); + #else + float3 staticSwitch21_g13231 = temp_output_6_0_g13231; + #endif + float4 break2_g13233 = temp_output_1_0_g13231; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g13231 = ( pow( max( ( ( break2_g13233.x + break2_g13233.x + break2_g13233.y + break2_g13233.y + break2_g13233.y + break2_g13233.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g13231 ); + #else + float3 staticSwitch22_g13231 = staticSwitch21_g13231; + #endif + float3 lerpResult7_g13231 = lerp( (temp_output_1_0_g13231).rgb , staticSwitch22_g13231 , _StrongTintFade); + float4 appendResult9_g13231 = (float4(lerpResult7_g13231 , (temp_output_1_0_g13231).a)); + float4 staticSwitch7_g13226 = appendResult9_g13231; + #else + float4 staticSwitch7_g13226 = staticSwitch11_g13226; + #endif + float4 temp_output_2_0_g13234 = staticSwitch7_g13226; + #ifdef _ENABLESHADOW_ON + float4 break4_g13236 = temp_output_2_0_g13234; + float3 appendResult5_g13236 = (float3(break4_g13236.r , break4_g13236.g , break4_g13236.b)); + float2 appendResult2_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g13235 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g13236 = appendResult85_g13234; + float3 appendResult7_g13236 = (float3(break6_g13236.r , break6_g13236.g , break6_g13236.b)); + float temp_output_11_0_g13236 = ( ( 1.0 - break4_g13236.a ) * break6_g13236.a ); + float temp_output_32_0_g13236 = ( break4_g13236.a + temp_output_11_0_g13236 ); + float4 appendResult18_g13236 = (float4(( ( ( appendResult5_g13236 * break4_g13236.a ) + ( appendResult7_g13236 * temp_output_11_0_g13236 ) ) * ( 1.0 / max( temp_output_32_0_g13236 , 0.01 ) ) ) , temp_output_32_0_g13236)); + float4 staticSwitch82_g13234 = appendResult18_g13236; + #else + float4 staticSwitch82_g13234 = temp_output_2_0_g13234; + #endif + float4 break4_g13237 = staticSwitch82_g13234; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g13095 = 1.0; + #else + float staticSwitch8_g13095 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g13095 = 1.0; + #else + float staticSwitch9_g13095 = staticSwitch8_g13095; + #endif + float customVertexAlpha193 = staticSwitch9_g13095; + float4 appendResult5_g13237 = (float4(break4_g13237.r , break4_g13237.g , break4_g13237.b , ( break4_g13237.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g13237; + float4 temp_output_1_0_g13239 = temp_output_344_0; + float4 appendResult8_g13239 = (float4(( (temp_output_1_0_g13239).rgb * (UIVertexColor514).rgb ) , temp_output_1_0_g13239.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g13239; + #endif + float4 temp_output_1_0_g13240 = originalColor191; + float4 appendResult8_g13240 = (float4(( (temp_output_1_0_g13240).rgb * (UIVertexColor514).rgb ) , temp_output_1_0_g13240.a)); + float4 lerpResult125 = lerp( appendResult8_g13240 , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g13245 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g13245 = (float4(( (temp_output_7_0_g13245).rgb / max( temp_output_7_0_g13245.a , 1E-05 ) ) , temp_output_7_0_g13245.a)); + float4 staticSwitch6_g13245 = appendResult2_g13245; + #else + float4 staticSwitch6_g13245 = temp_output_7_0_g13245; + #endif + + + half4 color = staticSwitch6_g13245; + + #ifdef UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color.a *= m.x * m.y; + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + color.rgb *= color.a; + + return color; + } + ENDCG + } + } + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + + Fallback Off +} +/*ASEBEGIN +Version=19801 +Node;AmplifyShaderEditor.TemplateShaderPropertyNode;30;1182.59,1001.108;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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{fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3} + - _AddHueMask: {instanceID: 0} + - _SineGlowMask: {instanceID: 0} + - _MetalMask: {instanceID: 0} + - _ShineMask: {instanceID: 0} + - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3} + - _UVDistortMask: {instanceID: 0} + - _CustomFadeFadeMask: {instanceID: 0} + - _texcoord: {instanceID: 0} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader new file mode 100644 index 00000000..d8aaf455 --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader @@ -0,0 +1,3697 @@ +// Made with Amplify Shader Editor v1.9.8.1 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/Multiplicative SSU" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} + [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 + [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 + [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 + [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 + _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) + [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 + [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 + [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 + _PixelsPerUnit("Pixels Per Unit", Float) = 100 + _ScreenWidthUnits("Screen Width Units", Float) = 10 + _RectWidth("Rect Width", Float) = 100 + _RectHeight("Rect Height", Float) = 100 + [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 + _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 + _FadingPosition("Fading: Position", Vector) = (0,0,0,0) + _FadingWidth("Fading: Width", Float) = 0.3 + _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 + _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) + _FadingMask("Fading: Mask", 2D) = "white" {} + [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 + [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 + _TimeValue("Time: Value", Float) = 0 + [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 + _TimeSpeed("Time: Speed", Float) = 1 + [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 + _TimeFPS("Time: FPS", Float) = 5 + [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 + _TimeFrequency("Time: Frequency", Float) = 2 + _TimeRange("Time: Range", Float) = 0.5 + _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} + [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 + _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 + [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) + [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 + _StrongTintContrast("Strong Tint: Contrast", Float) = 0 + [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 + _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} + [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 + _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 + [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) + [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 + _AddColorContrast("Add Color: Contrast", Float) = 0.5 + [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 + _AddColorMask("Add Color: Mask", 2D) = "white" {} + [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 + _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) + _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 + [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 + _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 + _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) + _ShadowColor("Shadow: Color", Color) = (0,0,0,0) + [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 + _Brightness("Brightness", Float) = 1 + [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 + _Contrast("Contrast", Float) = 1 + [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 + _Saturation("Saturation", Float) = 1 + [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 + _Hue("Hue", Range( -1 , 1)) = 0 + [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 + _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 + _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} + [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 + _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 + _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} + [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 + _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) + _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 + [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 + _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) + _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 + _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} + _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 + _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) + _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 + [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 + _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) + _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 + _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} + _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 + _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) + _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 + _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 + [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 + _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} + _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 + _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 + _AddHueSpeed("Add Hue: Speed", Float) = 1 + _AddHueBrightness("Add Hue: Brightness", Float) = 2 + _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 + _AddHueContrast("Add Hue: Contrast", Float) = 0.5 + [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 + _AddHueMask("Add Hue: Mask", 2D) = "white" {} + [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 + _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) + [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) + _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 + _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 + [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 + _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 + [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 + _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 + [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) + _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 + _InkSpreadDistance("Ink Spread: Distance", Float) = 3 + _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) + _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 + _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) + _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 + [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 + _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) + _BlackTintPower("Black Tint: Power", Float) = 4 + [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 + _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) + _SineGlowContrast("Sine Glow: Contrast", Float) = 1 + _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 + _SineGlowMin("Sine Glow: Min", Float) = 0 + _SineGlowMax("Sine Glow: Max", Float) = 1 + [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 + _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} + [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 + _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 + [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) + [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) + _SplitToningContrast("Split Toning: Contrast", Float) = 1 + _SplitToningBalance("Split Toning: Balance", Float) = 1 + _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 + [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 + _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 + _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) + [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) + _ColorReplaceRange("Color Replace: Range", Float) = 0.05 + _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 + _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 + [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 + _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 + [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 + _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 + [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) + _HologramContrast("Hologram: Contrast", Float) = 1 + _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 + _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 + _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 + _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 + _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 + _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 + _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 + _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 + [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 + _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 + _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 + _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) + _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) + _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 + _GlitchBrightness("Glitch: Brightness", Float) = 4 + _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) + _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) + _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) + _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) + _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) + [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 + _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 + [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) + _FrozenContrast("Frozen: Contrast", Float) = 2 + [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) + _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 + _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 + _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) + [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) + _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 + _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 + _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) + _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) + _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) + _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 + _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 + _RainbowBrightness("Rainbow: Brightness", Float) = 2 + _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 + _RainbowContrast("Rainbow: Contrast", Float) = 1 + _RainbowSpeed("Rainbow: Speed", Float) = 1 + _RainbowDensity("Rainbow: Density", Float) = 0.5 + _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) + _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) + _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 + [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 + _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 + _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) + _CamouflageContrast("Camouflage: Contrast", Float) = 1 + _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) + _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) + _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) + _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) + [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 + _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 + _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 + [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) + _MetalContrast("Metal: Contrast", Float) = 2 + [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) + _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 + _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 + _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) + _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) + _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) + _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) + [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 + [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} + [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 + _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 + [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) + _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 + _ShineContrast("Shine: Contrast", Float) = 2 + _ShineWidth("Shine: Width", Float) = 0.1 + _ShineSpeed("Shine: Speed", Float) = 5 + _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 + _ShineSmooth("Shine: Smoothness", Float) = 1 + _ShineFrequency("Shine: Frequency", Float) = 0.3 + [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 + [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} + [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 + _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 + _BurnPosition("Burn: Position", Vector) = (0,5,0,0) + _BurnRadius("Burn: Radius", Float) = 5 + [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) + _BurnWidth("Burn: Width", Float) = 0.1 + _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) + _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 + [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) + _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 + [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) + _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 + _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) + _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 + _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 + _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 + [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) + _PoisonDensity("Poison: Density", Float) = 3 + _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 + _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 + _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 + _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) + _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) + [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 + _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 + _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) + _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) + _EnchantedBrightness("Enchanted: Brightness", Float) = 1 + _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 + _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 + [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 + _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 + _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 + _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 + [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) + [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) + [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 + [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 + _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 + _ShiftingSpeed("Shifting: Speed", Float) = 0.5 + _ShiftingDensity("Shifting: Density", Float) = 1.5 + _ShiftingBrightness("Shifting: Brightness", Float) = 1 + _ShiftingContrast("Shifting: Contrast", Float) = 0.5 + [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 + _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 + [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) + [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) + [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 + _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 + _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} + [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) + _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 + _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 + _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 + _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 + _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 + _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 + _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 + _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 + _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 + _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} + [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) + _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 + _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 + _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 + _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 + _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 + _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 + _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 + _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 + _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 + _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 + _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 + [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 + _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 + _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) + _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 + _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 + [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 + _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 + _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) + _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 + [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 + [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 + _HalftoneFade("Halftone: Fade", Float) = 1 + _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) + _HalftoneTiling("Halftone: Tiling", Float) = 4 + _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 + [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 + _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 + _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 + _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 + _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) + _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 + _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 + _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 + [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) + _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 + _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 + _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 + _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 + _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 + _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 + _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) + _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 + _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) + [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 + [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 + _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 + _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) + _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 + _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 + _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 + _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 + [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 + _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 + _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) + _SqueezePower("Squeeze: Power", Float) = 1 + _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 + _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 + _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) + _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) + _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) + _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 + [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} + [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 + _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) + [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 + _UVRotateSpeed("UV Rotate: Speed", Float) = 1 + _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 + _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 + _SineRotateAngle("Sine Rotate: Angle", Float) = 15 + _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 + _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 + _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 + _WiggleSpeed("Wiggle: Speed", Float) = 2 + _WiggleFrequency("Wiggle: Frequency", Float) = 2 + _WiggleOffset("Wiggle: Offset", Float) = 0.02 + [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 + [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 + _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) + _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 + _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 + _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) + _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) + [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 + _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 + _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 + _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 + _VibrateOffset("Vibrate: Offset", Float) = 0.04 + _VibrateFrequency("Vibrate: Frequency", Float) = 100 + _VibrateRotation("Vibrate: Rotation", Float) = 4 + [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 + _WindRotation("Wind: Rotation", Float) = 0 + _WindMaxRotation("Wind: Max Rotation", Float) = 2 + _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 + _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 + _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 + [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 + _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 + _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 + _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 + _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 + [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 + [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 + _WindXPosition("Wind: X Position", Float) = 0 + _WindFlip("Wind: Flip", Float) = 0 + [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 + _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 + _SquishStretch("Squish: Stretch", Float) = 0.1 + _SquishSquish("Squish: Squish", Float) = 0.1 + _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 + [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 + _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 + _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 + [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 + _FlameBrightness("Flame: Brightness", Float) = 10 + _FlameSmooth("Flame: Smooth", Float) = 2 + _FlameRadius("Flame: Radius", Float) = 0.2 + _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) + _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 + _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 + _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) + [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 + _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 + _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 + [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 + _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 + _SharpenFactor("Sharpen: Factor", Float) = 4 + _SharpenOffset("Sharpen: Offset", Float) = 2 + [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 + [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 + _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 + _SmokeSmoothness("Smoke: Smoothness", Float) = 1 + _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 + _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 + _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 + [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 + [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 + _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} + _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 + _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) + _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 + _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 + [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 + _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) + _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) + _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 + [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 + _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) + _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) + _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + } + + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Cull Off + Lighting Off + ZWrite Off + Blend DstColor Zero, One OneMinusSrcAlpha + + + Pass + { + CGPROGRAM + #define ASE_VERSION 19801 + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma multi_compile _ PIXELSNAP_ON + #pragma multi_compile _ ETC1_EXTERNAL_ALPHA + #include "UnityCG.cginc" + #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + }; + + uniform fixed4 _Color; + uniform float _EnableExternalAlpha; + uniform sampler2D _MainTex; + uniform sampler2D _AlphaTex; + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11717( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11715( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11666( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11668( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11671( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11677( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11678( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11720( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11674( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11731( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11757( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11759( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11763( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g11768( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g11791( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11775( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11802( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11810( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11848( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11845( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11847( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11837( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11839( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11830( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11832( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11833( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11825( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11823( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11824( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11819( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11851( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11856( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11854( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g11866( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g11862( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g11873( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11881( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11883( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11879( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11875( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11877( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + + v2f vert( appdata_t IN ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( IN.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( IN.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g11901 = fixedUV475; + float2 appendResult72_g11901 = (float2(( _SquishStretch * ( break77_g11901.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11901.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g11901 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g11902 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + float temp_output_8_0_g11902 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g11902 = ( ( sin( ( temp_output_8_0_g11902 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11902 ); + #else + float2 staticSwitch4_g11902 = temp_output_2_0_g11902; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g11903 = temp_output_8_0_g11902; + float3 rotatedValue21_g11903 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11903 * _VibrateRotation ) ); + float2 staticSwitch6_g11902 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11903 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11903).xy ) + staticSwitch4_g11902 ); + #else + float2 staticSwitch6_g11902 = staticSwitch4_g11902; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g11902 = ( staticSwitch6_g11902 + ( (IN.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11902 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g11902 = staticSwitch6_g11902; + #endif + float2 temp_output_424_0 = staticSwitch10_g11902; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11718 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11716 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11664 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (IN.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (IN.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + float linValue16_g11717 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11717 = MyCustomExpression16_g11717( linValue16_g11717 ); + float clampResult14_g11716 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11716 ) ) - localMyCustomExpression16_g11717 ) / temp_output_4_0_g11716 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11714 = shaderPosition235; + float linValue16_g11715 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11714 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11714 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11714 ) + ( localMyCustomExpression16_g11715 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11718.r * tex2DNode3_g11718.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11716; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11714; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + OUT.ase_texcoord1 = screenPos; + OUT.ase_texcoord2.xyz = ase_positionWS; + + OUT.ase_texcoord3 = IN.vertex; + + //setting value to unused interpolator channels and avoid initialization warnings + OUT.ase_texcoord2.w = 0; + + IN.vertex.xyz += float3( staticSwitch142 , 0.0 ); + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = IN.texcoord; + OUT.color = IN.color * _Color; + #ifdef PIXELSNAP_ON + OUT.vertex = UnityPixelSnap (OUT.vertex); + #endif + + return OUT; + } + + fixed4 SampleSpriteTexture (float2 uv) + { + fixed4 color = tex2D (_MainTex, uv); + +#if ETC1_EXTERNAL_ALPHA + // get the color from an external texture (usecase: Alpha support for ETC1 on android) + fixed4 alpha = tex2D (_AlphaTex, uv); + color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); +#endif //ETC1_EXTERNAL_ALPHA + + return color; + } + + fixed4 frag(v2f IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11662 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11662 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11662 = spriteRectMax377; + float2 break9_g11662 = float2( 0,0 ); + float2 break8_g11662 = float2( 1,1 ); + float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); + float2 staticSwitch366 = appendResult15_g11662; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11665 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11666 = _WindMinIntensity; + #else + float staticSwitch117_g11666 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11666 = _WindMaxIntensity; + #else + float staticSwitch118_g11666 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11666 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11666 = _WindXPosition; + #else + float staticSwitch111_g11666 = transform62_g11666.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11666 = _WindNoiseScale; + #else + float staticSwitch113_g11666 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11663 = _TimeValue; + #else + float staticSwitch44_g11663 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11663 = UnscaledTime; + #else + float staticSwitch34_g11663 = staticSwitch44_g11663; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11663 = ( staticSwitch34_g11663 * _TimeSpeed ); + #else + float staticSwitch37_g11663 = staticSwitch34_g11663; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11663 = ( floor( ( staticSwitch37_g11663 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11663 = staticSwitch37_g11663; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11663 = ( ( sin( ( staticSwitch38_g11663 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11663 = staticSwitch38_g11663; + #endif + float shaderTime237 = staticSwitch42_g11663; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11666 = WindTime; + #endif + float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 ); + float x101_g11666 = temp_output_50_0_g11666; + float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 ); + float2 temp_cast_0 = (temp_output_50_0_g11666).xx; + float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11666 = simplePerlin2D121_g11666; + #else + float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 ); + #endif + float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666); + float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; + float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip ); + float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 ))); + float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) ); + float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; + #else + float2 staticSwitch4_g11665 = temp_output_3_0_g11665; + #endif + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11664 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11664 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11664 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11664 = temp_output_61_0_g11664; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11664 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11664 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11664 = ( texCoord23_g11664 * ( appendResult28_g11664 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11664 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11664 = ( temp_output_61_0_g11664 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11664; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11667 = shaderPosition235; + float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11665; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11670 = shaderPosition235; + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11670 = rotatedValue136_g11670; + float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); + float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11675 = unity_OrthoParams.y; + float temp_output_8_0_g11675 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11675 ); + float2 temp_cast_4 = (temp_output_8_0_g11675).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); + float clampResult75_g11675 = clamp( localMyCustomExpression16_g11677 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11675).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 ); + float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11673 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11673; + float linValue16_g11720 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11720 = MyCustomExpression16_g11720( linValue16_g11720 ); + float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11720 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11721 = staticSwitch62; + float2 temp_output_26_0_g11721 = shaderPosition235; + float temp_output_25_0_g11721 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11731 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11721 + ( _UVDistortSpeed * temp_output_25_0_g11721 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11731 = MyCustomExpression16_g11731( linValue16_g11731 ); + float2 lerpResult21_g11728 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11731); + float2 appendResult2_g11730 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11729 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11728 = ( _UVDistortFade * ( tex2DNode3_g11729.r * tex2DNode3_g11729.a ) ); + #else + float staticSwitch29_g11728 = _UVDistortFade; + #endif + float2 staticSwitch5_g11721 = ( temp_output_1_0_g11721 + ( lerpResult21_g11728 * ( 100.0 / appendResult2_g11730 ) * staticSwitch29_g11728 ) ); + #else + float2 staticSwitch5_g11721 = temp_output_1_0_g11721; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11727 = staticSwitch5_g11721; + float2 staticSwitch7_g11721 = ( temp_output_1_0_g11727 + ( ( temp_output_1_0_g11727 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11727 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11721 = staticSwitch5_g11721; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11726 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11721 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11721 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11721 = (rotatedValue36_g11726).xy; + #else + float2 staticSwitch9_g11721 = staticSwitch7_g11721; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11725 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11721 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11721 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11721 = (rotatedValue8_g11725).xy; + #else + float2 staticSwitch16_g11721 = staticSwitch9_g11721; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11721 = ( ( _UVScrollSpeed * temp_output_25_0_g11721 ) + staticSwitch16_g11721 ); + #else + float2 staticSwitch14_g11721 = staticSwitch16_g11721; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11723 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11723 = ( ( _PixelatePixelDensity * ( appendResult35_g11723 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11723 = clamp( ( floor( ( MultFactor30_g11723 * ( staticSwitch14_g11721 + ( float2( 0.5,0.5 ) / MultFactor30_g11723 ) ) ) ) / MultFactor30_g11723 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11721 = clampResult46_g11723; + #else + float2 staticSwitch4_g11721 = staticSwitch14_g11721; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11721 = ( ( ( staticSwitch4_g11721 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11721 = staticSwitch4_g11721; + #endif + float2 temp_output_1_0_g11732 = staticSwitch24_g11721; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11732 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11721.y + ( _WiggleSpeed * temp_output_25_0_g11721 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11732 = ( temp_output_7_0_g11732 * temp_output_1_0_g11732.y ); + #else + float staticSwitch18_g11732 = temp_output_7_0_g11732; + #endif + float2 appendResult12_g11732 = (float2(staticSwitch18_g11732 , 0.0)); + float2 staticSwitch13_g11732 = ( temp_output_1_0_g11732 + appendResult12_g11732 ); + #else + float2 staticSwitch13_g11732 = temp_output_1_0_g11732; + #endif + float2 temp_output_484_0 = staticSwitch13_g11732; + float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11718 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11716 = max( _FadingWidth , 0.001 ); + float linValue16_g11717 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11717 = MyCustomExpression16_g11717( linValue16_g11717 ); + float clampResult14_g11716 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11716 ) ) - localMyCustomExpression16_g11717 ) / temp_output_4_0_g11716 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11714 = shaderPosition235; + float linValue16_g11715 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11714 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11714 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11714 ) + ( localMyCustomExpression16_g11715 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11718.r * tex2DNode3_g11718.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11716; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11714; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11733 = staticSwitch485; + float2 break11_g11733 = float2( 0,0 ); + float2 break10_g11733 = float2( 1,1 ); + float2 break9_g11733 = spriteRectMin376; + float2 break8_g11733 = spriteRectMax377; + float2 appendResult15_g11733 = (float2((break9_g11733.x + (break14_g11733.x - break11_g11733.x) * (break8_g11733.x - break9_g11733.x) / (break10_g11733.x - break11_g11733.x)) , (break9_g11733.y + (break14_g11733.y - break11_g11733.y) * (break8_g11733.y - break9_g11733.y) / (break10_g11733.y - break11_g11733.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11733 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11734 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11734 ) ) / appendResult7_g11734 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11735 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11736 = _MainTex; + float4 textureTexelSize3_g11736 = _MainTex_TexelSize; + float2 uvs3_g11736 = temp_output_1_0_g11735; + float4 localtexturePointSmooth3_g11736 = texturePointSmooth( tex3_g11736 , textureTexelSize3_g11736 , uvs3_g11736 ); + float4 staticSwitch8_g11735 = localtexturePointSmooth3_g11736; + #else + float4 staticSwitch8_g11735 = tex2D( _MainTex, temp_output_1_0_g11735 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11737 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11747 = temp_output_10_0_g11737; + float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); + float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); + float2 temp_output_7_0_g11737 = temp_output_1_0_g11735; + float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11737 + ( temp_output_10_0_g11737 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; + float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); + float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); + float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; + float temp_output_2_0_g11738 = temp_output_10_0_g11737; + float2 appendResult16_g11738 = (float2(temp_output_2_0_g11738 , 0.0)); + float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11740 = ( appendResult16_g11738 * appendResult25_g11740 ); + float2 temp_output_1_0_g11738 = ( temp_output_7_0_g11737 + ( temp_output_10_0_g11737 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11740 = temp_output_1_0_g11738; + float2 appendResult17_g11738 = (float2(0.0 , temp_output_2_0_g11738)); + float2 appendResult25_g11739 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11739 = ( appendResult17_g11738 * appendResult25_g11739 ); + float2 temp_output_1_0_g11739 = temp_output_1_0_g11738; + float temp_output_2_0_g11744 = temp_output_10_0_g11737; + float2 appendResult16_g11744 = (float2(temp_output_2_0_g11744 , 0.0)); + float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11746 = ( appendResult16_g11744 * appendResult25_g11746 ); + float2 temp_output_1_0_g11744 = ( temp_output_7_0_g11737 + ( temp_output_10_0_g11737 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11746 = temp_output_1_0_g11744; + float2 appendResult17_g11744 = (float2(0.0 , temp_output_2_0_g11744)); + float2 appendResult25_g11745 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11745 = ( appendResult17_g11744 * appendResult25_g11745 ); + float2 temp_output_1_0_g11745 = temp_output_1_0_g11744; + float temp_output_2_0_g11741 = temp_output_10_0_g11737; + float2 appendResult16_g11741 = (float2(temp_output_2_0_g11741 , 0.0)); + float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11743 = ( appendResult16_g11741 * appendResult25_g11743 ); + float2 temp_output_1_0_g11741 = ( temp_output_7_0_g11737 + ( temp_output_10_0_g11737 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11743 = temp_output_1_0_g11741; + float2 appendResult17_g11741 = (float2(0.0 , temp_output_2_0_g11741)); + float2 appendResult25_g11742 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11742 = ( appendResult17_g11741 * appendResult25_g11742 ); + float2 temp_output_1_0_g11742 = temp_output_1_0_g11741; + float4 staticSwitch3_g11735 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11739 + temp_output_1_0_g11739 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11739 + temp_output_1_0_g11739 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11745 + temp_output_1_0_g11745 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11745 + temp_output_1_0_g11745 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11742 + temp_output_1_0_g11742 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11742 + temp_output_1_0_g11742 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11735 = staticSwitch8_g11735; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11750 = temp_output_1_0_g11735; + float4 tex2DNode4_g11750 = tex2D( _MainTex, temp_output_1_0_g11750 ); + float temp_output_2_0_g11751 = _SharpenOffset; + float2 appendResult16_g11751 = (float2(temp_output_2_0_g11751 , 0.0)); + float2 appendResult25_g11753 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11753 = ( appendResult16_g11751 * appendResult25_g11753 ); + float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; + float2 temp_output_1_0_g11753 = temp_output_1_0_g11751; + float2 appendResult17_g11751 = (float2(0.0 , temp_output_2_0_g11751)); + float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11752 = ( appendResult17_g11751 * appendResult25_g11752 ); + float2 temp_output_1_0_g11752 = temp_output_1_0_g11751; + float4 break22_g11750 = ( tex2DNode4_g11750 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11753 + temp_output_1_0_g11753 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11753 + temp_output_1_0_g11753 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) ) / 4.0 ) - tex2DNode4_g11750 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11750 = clamp( break22_g11750.a , 0.0 , 1.0 ); + float4 appendResult24_g11750 = (float4(break22_g11750.r , break22_g11750.g , break22_g11750.b , clampResult23_g11750)); + float4 staticSwitch12_g11735 = appendResult24_g11750; + #else + float4 staticSwitch12_g11735 = staticSwitch3_g11735; + #endif + float4 temp_output_471_0 = staticSwitch12_g11735; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11754 = temp_output_471_0; + float4 appendResult8_g11754 = (float4(( (temp_output_1_0_g11754).rgb * (IN.color).rgb ) , temp_output_1_0_g11754.a)); + float4 staticSwitch354 = appendResult8_g11754; + #else + float4 staticSwitch354 = temp_output_471_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11755 = originalColor191; + float4 temp_output_1_0_g11756 = temp_output_1_0_g11755; + float2 temp_output_7_0_g11755 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11756 = temp_output_7_0_g11755; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11757 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11756 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); + float clampResult28_g11756 = clamp( ( ( ( localMyCustomExpression16_g11757 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11756 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11756 = lerp( (temp_output_1_0_g11756).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11756 ) * _SmokeDarkEdge )); + float4 appendResult31_g11756 = (float4(lerpResult34_g11756 , ( clampResult28_g11756 * _SmokeAlpha * temp_output_1_0_g11756.a ))); + float4 staticSwitch2_g11755 = appendResult31_g11756; + #else + float4 staticSwitch2_g11755 = temp_output_1_0_g11755; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11758 = staticSwitch2_g11755; + float2 temp_output_57_0_g11758 = temp_output_7_0_g11755; + float4 tex2DNode3_g11758 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11758 ); + float linValue16_g11759 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11758 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11759 = MyCustomExpression16_g11759( linValue16_g11759 ); + float clampResult37_g11758 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11758.r + ( localMyCustomExpression16_g11759 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11758 = (float4((temp_output_1_0_g11758).rgb , ( temp_output_1_0_g11758.a * pow( clampResult37_g11758 , ( _CustomFadeSmoothness / max( tex2DNode3_g11758.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11755 = appendResult13_g11758; + #else + float4 staticSwitch3_g11755 = staticSwitch2_g11755; + #endif + float4 temp_output_1_0_g11760 = staticSwitch3_g11755; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11761 = temp_output_1_0_g11760; + float2 appendResult4_g11761 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11761 = ( appendResult4_g11761 * _CheckerboardTiling * 0.5 ); + float2 break12_g11761 = step( ( ceil( temp_output_44_0_g11761 ) - temp_output_44_0_g11761 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11761 = (float4(( (temp_output_1_0_g11761).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11761.x + break12_g11761.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11761.a)); + float4 staticSwitch2_g11760 = appendResult42_g11761; + #else + float4 staticSwitch2_g11760 = temp_output_1_0_g11760; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11762 = finalUV146; + float linValue16_g11763 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11762 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 ); + float saferPower57_g11762 = abs( max( ( temp_output_75_0_g11762.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11762 = max( _FlameRadius , 0.01 ); + float clampResult70_g11762 = clamp( ( ( ( localMyCustomExpression16_g11763 * pow( saferPower57_g11762 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11762 - distance( temp_output_75_0_g11762 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11762 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11762 = ( clampResult70_g11762 * _FlameBrightness ); + float4 appendResult31_g11762 = (float4(temp_output_63_0_g11762 , temp_output_63_0_g11762 , temp_output_63_0_g11762 , clampResult70_g11762)); + float4 staticSwitch6_g11760 = ( appendResult31_g11762 * staticSwitch2_g11760 ); + #else + float4 staticSwitch6_g11760 = staticSwitch2_g11760; + #endif + float4 temp_output_3_0_g11764 = staticSwitch6_g11760; + float4 temp_output_1_0_g11796 = temp_output_3_0_g11764; + float4 appendResult91_g11796 = (float4((temp_output_1_0_g11796).rgb , 1.0)); + float2 temp_output_1_0_g11764 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g11796 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11764 ); + #else + float4 staticSwitch81_g11796 = appendResult91_g11796; + #endif + float3 break82_g11796 = (staticSwitch81_g11796).xyz; + float temp_output_84_0_g11796 = max( ( break82_g11796.x + break82_g11796.y + break82_g11796.z ) , 0.001 ); + float4 break71_g11796 = ( ( _RecolorRGBRedTint * ( break82_g11796.x / temp_output_84_0_g11796 ) ) + ( _RecolorRGBGreenTint * ( break82_g11796.y / temp_output_84_0_g11796 ) ) + ( ( break82_g11796.z / temp_output_84_0_g11796 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g11796 = (float3(break71_g11796.r , break71_g11796.g , break71_g11796.b)); + float4 break2_g11797 = temp_output_1_0_g11796; + float saferPower57_g11796 = abs( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) ); + float3 lerpResult26_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( appendResult56_g11796 * pow( saferPower57_g11796 , ( max( break71_g11796.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11796.w * _RecolorRGBFade )); + float4 appendResult30_g11796 = (float4(lerpResult26_g11796 , temp_output_1_0_g11796.a)); + float4 staticSwitch43_g11764 = appendResult30_g11796; + #else + float4 staticSwitch43_g11764 = temp_output_3_0_g11764; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g11794 = staticSwitch43_g11764; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g11794 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11764 ); + #else + float4 staticSwitch62_g11794 = temp_output_1_0_g11794; + #endif + float3 hsvTorgb33_g11794 = RGBToHSV( staticSwitch62_g11794.rgb ); + float temp_output_43_0_g11794 = ( ( hsvTorgb33_g11794.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g11794 = 0; + if( temp_output_43_0_g11794 >= 0.8333333 ) + ifLocalVar46_g11794 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g11794 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g11794 = 0; + if( temp_output_43_0_g11794 <= 0.6666667 ) + ifLocalVar44_g11794 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g11794 = ifLocalVar46_g11794; + float4 ifLocalVar47_g11794 = 0; + if( temp_output_43_0_g11794 <= 0.3333333 ) + ifLocalVar47_g11794 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g11794 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g11794 = 0; + if( temp_output_43_0_g11794 <= 0.1666667 ) + ifLocalVar45_g11794 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g11794 = ifLocalVar47_g11794; + float4 ifLocalVar35_g11794 = 0; + if( temp_output_43_0_g11794 >= 0.5 ) + ifLocalVar35_g11794 = ifLocalVar44_g11794; + else + ifLocalVar35_g11794 = ifLocalVar45_g11794; + float4 break55_g11794 = ifLocalVar35_g11794; + float3 appendResult56_g11794 = (float3(break55_g11794.r , break55_g11794.g , break55_g11794.b)); + float4 break2_g11795 = temp_output_1_0_g11794; + float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); + float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , max( ( break55_g11794.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11794.z * _RecolorRGBYCPFade )); + float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); + float4 staticSwitch9_g11764 = appendResult30_g11794; + #else + float4 staticSwitch9_g11764 = staticSwitch43_g11764; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g11768 = staticSwitch9_g11764; + float3 temp_output_2_0_g11768 = (temp_output_1_0_g11768).rgb; + float3 In115_g11768 = temp_output_2_0_g11768; + float3 From115_g11768 = (_ColorReplaceFromColor).rgb; + float4 break2_g11769 = temp_output_1_0_g11768; + float3 To115_g11768 = ( pow( max( ( ( break2_g11769.x + break2_g11769.x + break2_g11769.y + break2_g11769.y + break2_g11769.y + break2_g11769.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g11768 = _ColorReplaceSmoothness; + float Range115_g11768 = _ColorReplaceRange; + float3 localMyCustomExpression115_g11768 = MyCustomExpression115_g11768( In115_g11768 , From115_g11768 , To115_g11768 , Fuzziness115_g11768 , Range115_g11768 ); + float3 lerpResult112_g11768 = lerp( temp_output_2_0_g11768 , localMyCustomExpression115_g11768 , _ColorReplaceFade); + float4 appendResult4_g11768 = (float4(lerpResult112_g11768 , temp_output_1_0_g11768.a)); + float4 staticSwitch29_g11764 = appendResult4_g11768; + #else + float4 staticSwitch29_g11764 = staticSwitch9_g11764; + #endif + float4 temp_output_1_0_g11781 = staticSwitch29_g11764; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g11781 = (temp_output_1_0_g11781).rgb; + float3 lerpResult3_g11781 = lerp( temp_output_9_0_g11781 , ( 1.0 - temp_output_9_0_g11781 ) , _NegativeFade); + float4 appendResult8_g11781 = (float4(lerpResult3_g11781 , temp_output_1_0_g11781.a)); + float4 staticSwitch4_g11781 = appendResult8_g11781; + #else + float4 staticSwitch4_g11781 = temp_output_1_0_g11781; + #endif + float4 temp_output_57_0_g11764 = staticSwitch4_g11781; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g11804 = temp_output_57_0_g11764; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g11804 = (float4(pow( max( (temp_output_1_0_g11804).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11804.a)); + float4 staticSwitch32_g11764 = appendResult4_g11804; + #else + float4 staticSwitch32_g11764 = temp_output_57_0_g11764; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g11779 = staticSwitch32_g11764; + float4 appendResult6_g11779 = (float4(( (temp_output_2_0_g11779).rgb * _Brightness ) , temp_output_2_0_g11779.a)); + float4 staticSwitch33_g11764 = appendResult6_g11779; + #else + float4 staticSwitch33_g11764 = staticSwitch32_g11764; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g11780 = staticSwitch33_g11764; + float3 hsvTorgb1_g11780 = RGBToHSV( temp_output_2_0_g11780.rgb ); + float3 hsvTorgb3_g11780 = HSVToRGB( float3(( hsvTorgb1_g11780.x + _Hue ),hsvTorgb1_g11780.y,hsvTorgb1_g11780.z) ); + float4 appendResult8_g11780 = (float4(hsvTorgb3_g11780 , temp_output_2_0_g11780.a)); + float4 staticSwitch36_g11764 = appendResult8_g11780; + #else + float4 staticSwitch36_g11764 = staticSwitch33_g11764; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g11798 = staticSwitch36_g11764; + float4 break2_g11799 = temp_output_1_0_g11798; + float temp_output_3_0_g11798 = ( ( break2_g11799.x + break2_g11799.x + break2_g11799.y + break2_g11799.y + break2_g11799.y + break2_g11799.z ) / 6.0 ); + float clampResult25_g11798 = clamp( ( ( ( ( temp_output_3_0_g11798 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g11798 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11798); + float3 lerpResult11_g11798 = lerp( (temp_output_1_0_g11798).rgb , ( lerpResult6_g11798 * pow( max( temp_output_3_0_g11798 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g11798 = (float4(lerpResult11_g11798 , temp_output_1_0_g11798.a)); + float4 staticSwitch30_g11764 = appendResult18_g11798; + #else + float4 staticSwitch30_g11764 = staticSwitch36_g11764; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g11776 = staticSwitch30_g11764; + float3 temp_output_4_0_g11776 = (temp_output_1_0_g11776).rgb; + float4 break12_g11776 = temp_output_1_0_g11776; + float3 lerpResult7_g11776 = lerp( temp_output_4_0_g11776 , ( temp_output_4_0_g11776 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11776.r , break12_g11776.g ) , break12_g11776.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g11776 = lerp( temp_output_4_0_g11776 , lerpResult7_g11776 , _BlackTintFade); + float4 appendResult11_g11776 = (float4(lerpResult13_g11776 , break12_g11776.a)); + float4 staticSwitch20_g11764 = appendResult11_g11776; + #else + float4 staticSwitch20_g11764 = staticSwitch30_g11764; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g11790 = staticSwitch20_g11764; + float4 break2_g11792 = temp_output_1_0_g11790; + float2 temp_output_65_0_g11790 = shaderPosition235; + float linValue16_g11791 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11790 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g11791 = MyCustomExpression16_g11791( linValue16_g11791 ); + float clampResult53_g11790 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11790 ) ) + ( localMyCustomExpression16_g11791 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g11790 = lerp( (temp_output_1_0_g11790).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11790 )); + float4 appendResult9_g11790 = (float4(lerpResult7_g11790 , (temp_output_1_0_g11790).a)); + float4 staticSwitch17_g11764 = appendResult9_g11790; + #else + float4 staticSwitch17_g11764 = staticSwitch20_g11764; + #endif + float temp_output_39_0_g11764 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g11782 = staticSwitch17_g11764; + float3 hsvTorgb15_g11782 = RGBToHSV( (temp_output_1_0_g11782).rgb ); + float3 hsvTorgb19_g11782 = HSVToRGB( float3(( ( temp_output_39_0_g11764 * _ShiftHueSpeed ) + hsvTorgb15_g11782.x ),hsvTorgb15_g11782.y,hsvTorgb15_g11782.z) ); + float4 appendResult6_g11782 = (float4(hsvTorgb19_g11782 , temp_output_1_0_g11782.a)); + float4 staticSwitch19_g11764 = appendResult6_g11782; + #else + float4 staticSwitch19_g11764 = staticSwitch17_g11764; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g11786 = HSVToRGB( float3(( ( temp_output_39_0_g11764 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g11786 = staticSwitch19_g11764; + float4 break2_g11788 = temp_output_1_0_g11786; + float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g11787 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g11786 = ( _AddHueFade * ( tex2DNode3_g11787.r * tex2DNode3_g11787.a ) ); + #else + float staticSwitch33_g11786 = _AddHueFade; + #endif + float4 appendResult6_g11786 = (float4(( ( hsvTorgb19_g11786 * pow( max( ( ( break2_g11788.x + break2_g11788.x + break2_g11788.y + break2_g11788.y + break2_g11788.y + break2_g11788.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11786 ) + (temp_output_1_0_g11786).rgb ) , temp_output_1_0_g11786.a)); + float4 staticSwitch23_g11764 = appendResult6_g11786; + #else + float4 staticSwitch23_g11764 = staticSwitch19_g11764; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g11783 = staticSwitch23_g11764; + float4 break2_g11784 = temp_output_1_0_g11783; + float3 temp_output_13_0_g11783 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g11783 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g11783 = ( (tex2DNode30_g11783).rgb * temp_output_13_0_g11783 * tex2DNode30_g11783.a ); + #else + float3 staticSwitch27_g11783 = temp_output_13_0_g11783; + #endif + float4 appendResult21_g11783 = (float4(( (temp_output_1_0_g11783).rgb + ( pow( max( ( ( break2_g11784.x + break2_g11784.x + break2_g11784.y + break2_g11784.y + break2_g11784.y + break2_g11784.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11783 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11764 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11783.a)); + float4 staticSwitch28_g11764 = appendResult21_g11783; + #else + float4 staticSwitch28_g11764 = staticSwitch23_g11764; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g11771 = staticSwitch28_g11764; + float4 break2_g11772 = temp_output_1_0_g11771; + float3 temp_cast_46 = (( ( break2_g11772.x + break2_g11772.x + break2_g11772.y + break2_g11772.y + break2_g11772.y + break2_g11772.z ) / 6.0 )).xxx; + float3 lerpResult5_g11771 = lerp( temp_cast_46 , (temp_output_1_0_g11771).rgb , _Saturation); + float4 appendResult8_g11771 = (float4(lerpResult5_g11771 , temp_output_1_0_g11771.a)); + float4 staticSwitch38_g11764 = appendResult8_g11771; + #else + float4 staticSwitch38_g11764 = staticSwitch28_g11764; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g11773 = staticSwitch38_g11764; + float3 temp_output_82_0_g11773 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g11773 = temp_output_1_0_g11764; + float temp_output_179_0_g11773 = temp_output_39_0_g11764; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g11773 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11773 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11773 ) ) )).rgb * temp_output_82_0_g11773 ); + #else + float3 staticSwitch187_g11773 = temp_output_82_0_g11773; + #endif + float linValue16_g11775 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11773 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11773 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11775 = MyCustomExpression16_g11775( linValue16_g11775 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g11773 = ( ( localMyCustomExpression16_g11775 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g11773 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11773 = ( staticSwitch169_g11773 + temp_output_7_0_g11773 ); + float2 appendResult2_g11774 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11773 = ( 100.0 / appendResult2_g11774 ); + float temp_output_178_0_g11773 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) ) ); + float3 lerpResult176_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch187_g11773 , temp_output_178_0_g11773); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g11773 = ( temp_output_178_0_g11773 * temp_output_15_0_g11773.a ); + #else + float staticSwitch188_g11773 = temp_output_15_0_g11773.a; + #endif + float4 appendResult177_g11773 = (float4(lerpResult176_g11773 , staticSwitch188_g11773)); + float4 staticSwitch12_g11764 = appendResult177_g11773; + #else + float4 staticSwitch12_g11764 = staticSwitch38_g11764; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g11801 = staticSwitch12_g11764; + float3 temp_output_82_0_g11801 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g11801 = temp_output_1_0_g11764; + float temp_output_186_0_g11801 = temp_output_39_0_g11764; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11801 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11801 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11801 ) ) )).rgb * temp_output_82_0_g11801 ); + #else + float3 staticSwitch199_g11801 = temp_output_82_0_g11801; + #endif + float temp_output_182_0_g11801 = ( ( 1.0 - temp_output_15_0_g11801.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11801 = 1.0; + #else + float staticSwitch203_g11801 = temp_output_182_0_g11801; + #endif + float3 lerpResult178_g11801 = lerp( (temp_output_15_0_g11801).rgb , staticSwitch199_g11801 , staticSwitch203_g11801); + float3 lerpResult170_g11801 = lerp( lerpResult178_g11801 , staticSwitch199_g11801 , staticSwitch203_g11801); + float linValue16_g11802 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11801 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11801 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g11802 = MyCustomExpression16_g11802( linValue16_g11802 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g11801 = ( ( localMyCustomExpression16_g11802 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g11801 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g11801 = ( staticSwitch157_g11801 + temp_output_7_0_g11801 ); + float2 appendResult2_g11803 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g11801 = ( 100.0 / appendResult2_g11803 ); + float lerpResult168_g11801 = lerp( temp_output_15_0_g11801.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11801 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11801 = ( temp_output_182_0_g11801 * lerpResult168_g11801 ); + #else + float staticSwitch200_g11801 = lerpResult168_g11801; + #endif + float4 appendResult174_g11801 = (float4(lerpResult170_g11801 , staticSwitch200_g11801)); + float4 staticSwitch13_g11764 = appendResult174_g11801; + #else + float4 staticSwitch13_g11764 = staticSwitch12_g11764; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g11778 = staticSwitch13_g11764; + float3 temp_output_82_0_g11778 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g11778 = temp_output_1_0_g11764; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g11778 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11778 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11764 ) ) )).rgb * temp_output_82_0_g11778 ); + #else + float3 staticSwitch199_g11778 = temp_output_82_0_g11778; + #endif + float temp_output_213_0_g11778 = ( _PixelOutlineFade * step( temp_output_15_0_g11778.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g11778 = ( ( 1.0 - temp_output_15_0_g11778.a ) * min( ( temp_output_213_0_g11778 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g11778 = 1.0; + #else + float staticSwitch203_g11778 = temp_output_182_0_g11778; + #endif + float3 lerpResult178_g11778 = lerp( (temp_output_15_0_g11778).rgb , staticSwitch199_g11778 , staticSwitch203_g11778); + float3 lerpResult170_g11778 = lerp( lerpResult178_g11778 , staticSwitch199_g11778 , staticSwitch203_g11778); + float2 appendResult206_g11778 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g11778 = ( float2( 1,1 ) / appendResult206_g11778 ); + float lerpResult168_g11778 = lerp( temp_output_15_0_g11778.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11778 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11778 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11778 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11778 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11778 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11778 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11778 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11778 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11778); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g11778 = ( temp_output_182_0_g11778 * lerpResult168_g11778 ); + #else + float staticSwitch200_g11778 = lerpResult168_g11778; + #endif + float4 appendResult174_g11778 = (float4(lerpResult170_g11778 , staticSwitch200_g11778)); + float4 staticSwitch48_g11764 = appendResult174_g11778; + #else + float4 staticSwitch48_g11764 = staticSwitch13_g11764; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g11765 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11764 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g11765 = staticSwitch48_g11764; + float4 break2_g11766 = temp_output_5_0_g11765; + float4 appendResult12_g11765 = (float4(( ( lerpResult15_g11765 * _PingPongGlowFade * pow( max( ( ( break2_g11766.x + break2_g11766.x + break2_g11766.y + break2_g11766.y + break2_g11766.y + break2_g11766.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11765).rgb ) , temp_output_5_0_g11765.a)); + float4 staticSwitch46_g11764 = appendResult12_g11765; + #else + float4 staticSwitch46_g11764 = staticSwitch48_g11764; + #endif + float4 temp_output_361_0 = staticSwitch46_g11764; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g11806 = temp_output_361_0; + float4 break2_g11807 = temp_output_1_0_g11806; + float temp_output_44_0_g11806 = unity_OrthoParams.y; + float4 appendResult22_g11806 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11806 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11806 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11806.a ))); + float4 lerpResult37_g11806 = lerp( temp_output_1_0_g11806 , appendResult22_g11806 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g11806; + #else + float4 staticSwitch56 = temp_output_361_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g11809 = staticSwitch56; + float4 break2_g11811 = temp_output_1_0_g11809; + float temp_output_34_0_g11809 = shaderTime237; + float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11809 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 ); + float3 hsvTorgb3_g11812 = HSVToRGB( float3(( localMyCustomExpression16_g11810 + ( temp_output_34_0_g11809 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g11809 = lerp( (temp_output_1_0_g11809).rgb , ( ( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11812 ) , glitchFade152); + float4 appendResult27_g11809 = (float4(lerpResult23_g11809 , temp_output_1_0_g11809.a)); + float4 staticSwitch57 = appendResult27_g11809; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g11813 = staticSwitch57; + float4 temp_output_1_0_g11843 = temp_output_3_0_g11813; + float2 temp_output_41_0_g11813 = shaderPosition235; + float2 temp_output_99_0_g11843 = temp_output_41_0_g11813; + float temp_output_40_0_g11813 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11813 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11843 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g11843 = ( ( ( localMyCustomExpression16_g11848 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11843 ); + #else + float2 staticSwitch101_g11843 = temp_output_99_0_g11843; + #endif + float linValue16_g11845 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11843 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); + float clampResult52_g11843 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g11843 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11843 ) , clampResult52_g11843); + float linValue16_g11847 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11843 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g11847 = MyCustomExpression16_g11847( linValue16_g11847 ); + float clampResult65_g11843 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11847 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g11843 = lerp( lerpResult55_g11843 , ( _CamouflageColorB * clampResult65_g11843 ) , clampResult65_g11843); + float4 break2_g11846 = temp_output_1_0_g11843; + float3 lerpResult4_g11843 = lerp( (temp_output_1_0_g11843).rgb , ( (lerpResult68_g11843).rgb * pow( max( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g11843 = (float4(lerpResult4_g11843 , temp_output_1_0_g11843.a)); + float4 staticSwitch26_g11813 = appendResult7_g11843; + #else + float4 staticSwitch26_g11813 = temp_output_3_0_g11813; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g11836 = staticSwitch26_g11813; + float temp_output_59_0_g11836 = temp_output_40_0_g11813; + float2 temp_output_58_0_g11836 = temp_output_41_0_g11813; + float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11836 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11836 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); + float linValue16_g11839 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11837 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11836 * _MetalNoiseSpeed ) + temp_output_58_0_g11836 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); + float4 break2_g11838 = temp_output_1_0_g11836; + float temp_output_5_0_g11836 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); + float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g11841 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g11836 = ( _MetalFade * ( tex2DNode3_g11841.r * tex2DNode3_g11841.a ) ); + #else + float staticSwitch60_g11836 = _MetalFade; + #endif + float4 lerpResult45_g11836 = lerp( temp_output_1_0_g11836 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11839 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11836 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11836 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11836); + float4 appendResult8_g11836 = (float4((lerpResult45_g11836).rgb , (temp_output_1_0_g11836).a)); + float4 staticSwitch28_g11813 = appendResult8_g11836; + #else + float4 staticSwitch28_g11813 = staticSwitch26_g11813; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g11828 = staticSwitch28_g11813; + float4 break2_g11829 = temp_output_1_0_g11828; + float temp_output_7_0_g11828 = ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ); + float2 temp_output_72_0_g11828 = temp_output_41_0_g11813; + float linValue16_g11830 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11828 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); + float temp_output_73_0_g11828 = temp_output_40_0_g11813; + float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11828 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11828 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); + float linValue16_g11833 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11828 * _FrozenHighlightSpeed ) + temp_output_72_0_g11828 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); + float3 lerpResult57_g11828 = lerp( (temp_output_1_0_g11828).rgb , ( ( pow( max( temp_output_7_0_g11828 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11828 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11830 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11833 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11828 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g11828 = (float4(lerpResult57_g11828 , temp_output_1_0_g11828.a)); + float4 staticSwitch29_g11813 = appendResult26_g11828; + #else + float4 staticSwitch29_g11813 = staticSwitch28_g11813; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g11822 = staticSwitch29_g11813; + float3 temp_output_28_0_g11822 = (temp_output_1_0_g11822).rgb; + float4 break2_g11826 = float4( temp_output_28_0_g11822 , 0.0 ); + float2 temp_output_72_0_g11822 = temp_output_41_0_g11813; + float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11822 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 ); + float linValue16_g11823 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11825 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11822 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); + float clampResult68_g11822 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11823 ) , 0.0 , 1.0 ); + float linValue16_g11824 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11822 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g11824 = MyCustomExpression16_g11824( linValue16_g11824 ); + float temp_output_15_0_g11822 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11822 , _BurnPosition ) ) + ( localMyCustomExpression16_g11824 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g11822 = clamp( temp_output_15_0_g11822 , 0.0 , 1.0 ); + float3 lerpResult29_g11822 = lerp( temp_output_28_0_g11822 , ( pow( max( ( ( break2_g11826.x + break2_g11826.x + break2_g11826.y + break2_g11826.y + break2_g11826.y + break2_g11826.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11822 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11822); + float3 lerpResult40_g11822 = lerp( temp_output_28_0_g11822 , ( lerpResult29_g11822 + ( ( step( temp_output_15_0_g11822 , 1.0 ) * step( 0.0 , temp_output_15_0_g11822 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g11822 = (float4(lerpResult40_g11822 , temp_output_1_0_g11822.a)); + float4 staticSwitch32_g11813 = appendResult43_g11822; + #else + float4 staticSwitch32_g11813 = staticSwitch29_g11813; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g11818 = temp_output_41_0_g11813; + float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11818 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); + float3 hsvTorgb3_g11821 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11818 , _RainbowCenter ) + ( localMyCustomExpression16_g11819 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11813 ) ),1.0,1.0) ); + float3 hsvTorgb36_g11818 = RGBToHSV( hsvTorgb3_g11821 ); + float3 hsvTorgb37_g11818 = HSVToRGB( float3(hsvTorgb36_g11818.x,_RainbowSaturation,( hsvTorgb36_g11818.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g11818 = staticSwitch32_g11813; + float4 break2_g11820 = temp_output_1_0_g11818; + float saferPower24_g11818 = abs( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) ); + float4 appendResult29_g11818 = (float4(( ( hsvTorgb37_g11818 * pow( saferPower24_g11818 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11818).rgb ) , temp_output_1_0_g11818.a)); + float4 staticSwitch34_g11813 = appendResult29_g11818; + #else + float4 staticSwitch34_g11813 = staticSwitch32_g11813; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g11814 = staticSwitch34_g11813; + float3 temp_output_57_0_g11814 = (temp_output_1_0_g11814).rgb; + float4 break2_g11816 = temp_output_1_0_g11814; + float3 temp_cast_69 = (( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 )).xxx; + float3 lerpResult92_g11814 = lerp( temp_cast_69 , temp_output_57_0_g11814 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g11814 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11813 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g11814 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g11814 = clamp( ( ( ( sin( ( rotatedValue69_g11814.x - ( temp_output_40_0_g11813 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11814 ) ) / temp_output_103_0_g11814 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g11815 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g11814 = ( _ShineFade * ( tex2DNode3_g11815.r * tex2DNode3_g11815.a ) ); + #else + float staticSwitch98_g11814 = _ShineFade; + #endif + float4 appendResult8_g11814 = (float4(( temp_output_57_0_g11814 + ( ( pow( max( lerpResult92_g11814 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11814 * staticSwitch98_g11814 ) ) , (temp_output_1_0_g11814).a)); + float4 staticSwitch36_g11813 = appendResult8_g11814; + #else + float4 staticSwitch36_g11813 = staticSwitch34_g11813; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g11849 = temp_output_40_0_g11813; + float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11849 * _PoisonNoiseSpeed ) + temp_output_41_0_g11813 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 ); + float3 temp_output_24_0_g11849 = (_PoisonColor).rgb; + float4 temp_output_1_0_g11849 = staticSwitch36_g11813; + float3 temp_output_28_0_g11849 = (temp_output_1_0_g11849).rgb; + float4 break2_g11850 = float4( temp_output_28_0_g11849 , 0.0 ); + float3 lerpResult32_g11849 = lerp( temp_output_28_0_g11849 , ( temp_output_24_0_g11849 * ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g11849 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11851 + ( temp_output_41_0_g11849 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11849 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11849 ) , temp_output_1_0_g11849.a)); + float4 staticSwitch39_g11813 = appendResult27_g11849; + #else + float4 staticSwitch39_g11813 = staticSwitch36_g11813; + #endif + float4 temp_output_10_0_g11853 = staticSwitch39_g11813; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g11853 = (temp_output_10_0_g11853).rgb; + float2 temp_output_2_0_g11853 = temp_output_41_0_g11813; + float temp_output_1_0_g11853 = temp_output_40_0_g11813; + float2 temp_output_6_0_g11853 = ( temp_output_1_0_g11853 * _EnchantedSpeed ); + float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11853 - ( ( temp_output_6_0_g11853 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); + float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11853 + temp_output_2_0_g11853 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); + float temp_output_36_0_g11853 = ( localMyCustomExpression16_g11856 + localMyCustomExpression16_g11854 ); + float temp_output_43_0_g11853 = ( temp_output_36_0_g11853 * 0.5 ); + float3 lerpResult42_g11853 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11853); + float3 hsvTorgb53_g11853 = HSVToRGB( float3(( ( temp_output_43_0_g11853 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11853 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g11853 = hsvTorgb53_g11853; + #else + float3 staticSwitch50_g11853 = lerpResult42_g11853; + #endif + float4 break2_g11855 = temp_output_10_0_g11853; + float3 temp_output_40_0_g11853 = ( staticSwitch50_g11853 * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g11853 = ( max( ( temp_output_36_0_g11853 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g11853 = lerp( temp_output_12_0_g11853 , temp_output_40_0_g11853 , temp_output_45_0_g11853); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g11853 = lerpResult44_g11853; + #else + float3 staticSwitch47_g11853 = ( temp_output_12_0_g11853 + ( temp_output_40_0_g11853 * temp_output_45_0_g11853 ) ); + #endif + float4 appendResult19_g11853 = (float4(staticSwitch47_g11853 , temp_output_10_0_g11853.a)); + float4 staticSwitch11_g11853 = appendResult19_g11853; + #else + float4 staticSwitch11_g11853 = temp_output_10_0_g11853; + #endif + float4 temp_output_1_0_g11858 = staticSwitch11_g11853; + #ifdef _ENABLESHIFTING_ON + float4 break5_g11858 = temp_output_1_0_g11858; + float3 appendResult32_g11858 = (float3(break5_g11858.r , break5_g11858.g , break5_g11858.b)); + float4 break2_g11859 = temp_output_1_0_g11858; + float temp_output_4_0_g11858 = ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ); + float temp_output_11_0_g11858 = ( ( ( temp_output_4_0_g11858 + ( temp_output_40_0_g11813 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g11858 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11858 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g11858 = HSVToRGB( float3(temp_output_11_0_g11858,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g11858 = hsvTorgb12_g11858; + #else + float3 staticSwitch26_g11858 = ( lerpResult20_g11858 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g11858 = lerp( appendResult32_g11858 , ( staticSwitch26_g11858 * pow( max( temp_output_4_0_g11858 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g11858 = (float4(lerpResult31_g11858 , break5_g11858.a)); + float4 staticSwitch33_g11858 = appendResult6_g11858; + #else + float4 staticSwitch33_g11858 = temp_output_1_0_g11858; + #endif + float4 temp_output_5_0_g11865 = staticSwitch33_g11858; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g11865 = temp_output_5_0_g11865; + float3 appendResult11_g11865 = (float3(break6_g11865.r , break6_g11865.g , break6_g11865.b)); + float temp_output_27_0_g11865 = temp_output_40_0_g11813; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g11865 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11865 ) ); + #else + float2 staticSwitch73_g11865 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g11865 = ( ( _TextureLayer1Scale * temp_output_41_0_g11813 ) - staticSwitch73_g11865 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g11866 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11865 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11866 = _TextureLayer1Columns; + int Height10_g11866 = _TextureLayer1Rows; + float Tile10_g11866 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11865 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g11866 = float2( 0,1 ); + float2 localMyCustomExpression10_g11866 = MyCustomExpression10_g11866( UV10_g11866 , Width10_g11866 , Height10_g11866 , Tile10_g11866 , Invert10_g11866 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g11865 = localMyCustomExpression10_g11866; + #else + float2 staticSwitch20_g11865 = temp_output_72_0_g11865; + #endif + float4 tex2DNode3_g11865 = tex2D( _TextureLayer1Texture, staticSwitch20_g11865 ); + float3 appendResult13_g11865 = (float3(tex2DNode3_g11865.r , tex2DNode3_g11865.g , tex2DNode3_g11865.b)); + float3 appendResult18_g11865 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g11865 = ( appendResult13_g11865 * appendResult18_g11865 ); + float4 break2_g11867 = temp_output_5_0_g11865; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g11865 = ( pow( max( ( ( break2_g11867.x + break2_g11867.x + break2_g11867.y + break2_g11867.y + break2_g11867.y + break2_g11867.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11865 ); + #else + float3 staticSwitch80_g11865 = temp_output_16_0_g11865; + #endif + float3 lerpResult12_g11865 = lerp( appendResult11_g11865 , staticSwitch80_g11865 , ( tex2DNode3_g11865.a * _TextureLayer1Fade )); + float4 appendResult14_g11865 = (float4(lerpResult12_g11865 , break6_g11865.a)); + float4 staticSwitch15_g11865 = appendResult14_g11865; + #else + float4 staticSwitch15_g11865 = temp_output_5_0_g11865; + #endif + float4 temp_output_5_0_g11861 = staticSwitch15_g11865; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g11861 = temp_output_5_0_g11861; + float3 appendResult11_g11861 = (float3(break6_g11861.r , break6_g11861.g , break6_g11861.b)); + float temp_output_27_0_g11861 = temp_output_40_0_g11813; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g11861 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11861 ) ); + #else + float2 staticSwitch73_g11861 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g11861 = ( ( _TextureLayer2Scale * temp_output_41_0_g11813 ) - staticSwitch73_g11861 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g11862 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11861 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g11862 = _TextureLayer2Columns; + int Height10_g11862 = _TextureLayer2Rows; + float Tile10_g11862 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11861 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g11862 = float2( 0,1 ); + float2 localMyCustomExpression10_g11862 = MyCustomExpression10_g11862( UV10_g11862 , Width10_g11862 , Height10_g11862 , Tile10_g11862 , Invert10_g11862 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g11861 = localMyCustomExpression10_g11862; + #else + float2 staticSwitch20_g11861 = temp_output_72_0_g11861; + #endif + float4 tex2DNode3_g11861 = tex2D( _TextureLayer2Texture, staticSwitch20_g11861 ); + float3 appendResult13_g11861 = (float3(tex2DNode3_g11861.r , tex2DNode3_g11861.g , tex2DNode3_g11861.b)); + float3 appendResult18_g11861 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g11861 = ( appendResult13_g11861 * appendResult18_g11861 ); + float4 break2_g11863 = temp_output_5_0_g11861; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g11861 = ( pow( max( ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11861 ); + #else + float3 staticSwitch84_g11861 = temp_output_16_0_g11861; + #endif + float3 lerpResult12_g11861 = lerp( appendResult11_g11861 , staticSwitch84_g11861 , ( tex2DNode3_g11861.a * _TextureLayer2Fade )); + float4 appendResult14_g11861 = (float4(lerpResult12_g11861 , break6_g11861.a)); + float4 staticSwitch15_g11861 = appendResult14_g11861; + #else + float4 staticSwitch15_g11861 = temp_output_5_0_g11861; + #endif + float4 temp_output_473_0 = staticSwitch15_g11861; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g11869 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g11869 = (float4(break4_g11869.r , break4_g11869.g , break4_g11869.b , ( break4_g11869.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g11869; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g11870 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )); + float4 appendResult5_g11870 = (float4(break4_g11870.r , break4_g11870.g , break4_g11870.b , ( break4_g11870.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g11870; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g11871 = staticSwitch75; + float4 temp_output_1_0_g11872 = temp_output_1_0_g11871; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g11872 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g11871 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11871 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); + float clampResult17_g11872 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11872 ) ) - localMyCustomExpression16_g11873 ) / temp_output_53_0_g11872 ) , 0.0 , 1.0 ); + float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * clampResult17_g11872 ))); + float4 staticSwitch3_g11871 = appendResult3_g11872; + #else + float4 staticSwitch3_g11871 = temp_output_1_0_g11871; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11871 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); + float temp_output_5_0_g11880 = localMyCustomExpression16_g11881; + float temp_output_61_0_g11880 = step( temp_output_5_0_g11880 , _FullGlowDissolveFade ); + float temp_output_53_0_g11880 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g11880 = staticSwitch3_g11871; + float4 appendResult3_g11880 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11880 - step( temp_output_5_0_g11880 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11880 ) ) - temp_output_53_0_g11880 ) ) ) ) + (temp_output_1_0_g11880).rgb ) , ( temp_output_1_0_g11880.a * temp_output_61_0_g11880 ))); + float4 staticSwitch5_g11871 = appendResult3_g11880; + #else + float4 staticSwitch5_g11871 = staticSwitch3_g11871; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g11882 = staticSwitch5_g11871; + float2 temp_output_76_0_g11882 = temp_output_18_0_g11871; + float linValue16_g11883 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11882 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 ); + float clampResult17_g11882 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11882 ) + ( localMyCustomExpression16_g11883 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); + float4 staticSwitch8_g11871 = appendResult3_g11882; + #else + float4 staticSwitch8_g11871 = staticSwitch5_g11871; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g11878 = temp_output_18_0_g11871; + float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11878 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); + float temp_output_65_0_g11878 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11878 ) + ( localMyCustomExpression16_g11879 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g11878 = step( temp_output_65_0_g11878 , _SourceGlowDissolveFade ); + float temp_output_76_0_g11878 = step( temp_output_65_0_g11878 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g11878 = staticSwitch8_g11871; + float4 appendResult3_g11878 = (float4(( ( max( ( temp_output_75_0_g11878 - temp_output_76_0_g11878 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11878 ) ):( temp_output_75_0_g11878 )) ))); + float4 staticSwitch9_g11871 = appendResult3_g11878; + #else + float4 staticSwitch9_g11871 = staticSwitch8_g11871; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g11874 = staticSwitch9_g11871; + float2 temp_output_161_0_g11874 = temp_output_18_0_g11871; + float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11874 = rotatedValue136_g11874; + float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11874 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); + float clampResult154_g11874 = clamp( ( ( break130_g11874.x + break130_g11874.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11874 = (float4((temp_output_1_0_g11874).rgb , ( temp_output_1_0_g11874.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11874 ) ):( clampResult154_g11874 )) ))); + float4 staticSwitch11_g11871 = appendResult3_g11874; + #else + float4 staticSwitch11_g11871 = staticSwitch9_g11871; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g11876 = temp_output_18_0_g11871; + float3 rotatedValue136_g11876 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11876 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11876 = rotatedValue136_g11876; + float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11876 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); + float temp_output_168_0_g11876 = max( ( ( break130_g11876.x + break130_g11876.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11877 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g11876 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11876 ) ):( temp_output_168_0_g11876 )) ); + float4 temp_output_1_0_g11876 = staticSwitch11_g11871; + float clampResult154_g11876 = clamp( temp_output_161_0_g11876 , 0.0 , 1.0 ); + float4 appendResult3_g11876 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11876 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11876 ) ):( temp_output_168_0_g11876 )) ) ) ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * clampResult154_g11876 ))); + float4 staticSwitch15_g11871 = appendResult3_g11876; + #else + float4 staticSwitch15_g11871 = staticSwitch11_g11871; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g11884 = staticSwitch15_g11871; + float2 temp_output_126_0_g11884 = temp_output_18_0_g11871; + float temp_output_121_0_g11884 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11884 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g11885 = (float2(temp_output_121_0_g11884 , temp_output_121_0_g11884)); + float temp_output_17_0_g11885 = length( ( (( ( abs( temp_output_126_0_g11884 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11885 ) ); + float clampResult17_g11884 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11885 ) / fwidth( temp_output_17_0_g11885 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g11884 = (float4((temp_output_1_0_g11884).rgb , ( temp_output_1_0_g11884.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11884 ) ):( clampResult17_g11884 )) ))); + float4 staticSwitch13_g11871 = appendResult3_g11884; + #else + float4 staticSwitch13_g11871 = staticSwitch15_g11871; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g11887 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g11887 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g11887 = ( temp_output_3_0_g11887 * ( (tex2DNode19_g11887).rgb * tex2DNode19_g11887.a ) ); + #else + float3 staticSwitch16_g11887 = temp_output_3_0_g11887; + #endif + float4 temp_output_1_0_g11887 = staticSwitch13_g11871; + float4 break2_g11889 = temp_output_1_0_g11887; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g11887 = ( staticSwitch16_g11887 * pow( max( ( ( break2_g11889.x + break2_g11889.x + break2_g11889.y + break2_g11889.y + break2_g11889.y + break2_g11889.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g11887 = staticSwitch16_g11887; + #endif + float4 appendResult6_g11887 = (float4(( ( staticSwitch17_g11887 * _AddColorFade ) + (temp_output_1_0_g11887).rgb ) , temp_output_1_0_g11887.a)); + float4 staticSwitch5_g11886 = appendResult6_g11887; + #else + float4 staticSwitch5_g11886 = staticSwitch13_g11871; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g11890 = staticSwitch5_g11886; + float3 lerpResult4_g11890 = lerp( (temp_output_1_0_g11890).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11890.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11890.a ) * _AlphaTintFade )); + float4 appendResult13_g11890 = (float4(lerpResult4_g11890 , temp_output_1_0_g11890.a)); + float4 staticSwitch11_g11886 = appendResult13_g11890; + #else + float4 staticSwitch11_g11886 = staticSwitch5_g11886; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g11891 = staticSwitch11_g11886; + float3 temp_output_6_0_g11891 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g11891 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g11891 = ( temp_output_6_0_g11891 * ( (tex2DNode23_g11891).rgb * tex2DNode23_g11891.a ) ); + #else + float3 staticSwitch21_g11891 = temp_output_6_0_g11891; + #endif + float4 break2_g11893 = temp_output_1_0_g11891; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g11891 = ( pow( max( ( ( break2_g11893.x + break2_g11893.x + break2_g11893.y + break2_g11893.y + break2_g11893.y + break2_g11893.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11891 ); + #else + float3 staticSwitch22_g11891 = staticSwitch21_g11891; + #endif + float3 lerpResult7_g11891 = lerp( (temp_output_1_0_g11891).rgb , staticSwitch22_g11891 , _StrongTintFade); + float4 appendResult9_g11891 = (float4(lerpResult7_g11891 , (temp_output_1_0_g11891).a)); + float4 staticSwitch7_g11886 = appendResult9_g11891; + #else + float4 staticSwitch7_g11886 = staticSwitch11_g11886; + #endif + float4 temp_output_2_0_g11894 = staticSwitch7_g11886; + #ifdef _ENABLESHADOW_ON + float4 break4_g11896 = temp_output_2_0_g11894; + float3 appendResult5_g11896 = (float3(break4_g11896.r , break4_g11896.g , break4_g11896.b)); + float2 appendResult2_g11895 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g11894 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11895 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g11896 = appendResult85_g11894; + float3 appendResult7_g11896 = (float3(break6_g11896.r , break6_g11896.g , break6_g11896.b)); + float temp_output_11_0_g11896 = ( ( 1.0 - break4_g11896.a ) * break6_g11896.a ); + float temp_output_32_0_g11896 = ( break4_g11896.a + temp_output_11_0_g11896 ); + float4 appendResult18_g11896 = (float4(( ( ( appendResult5_g11896 * break4_g11896.a ) + ( appendResult7_g11896 * temp_output_11_0_g11896 ) ) * ( 1.0 / max( temp_output_32_0_g11896 , 0.01 ) ) ) , temp_output_32_0_g11896)); + float4 staticSwitch82_g11894 = appendResult18_g11896; + #else + float4 staticSwitch82_g11894 = temp_output_2_0_g11894; + #endif + float4 break4_g11897 = staticSwitch82_g11894; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11755 = 1.0; + #else + float staticSwitch8_g11755 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11755 = 1.0; + #else + float staticSwitch9_g11755 = staticSwitch8_g11755; + #endif + float customVertexAlpha193 = staticSwitch9_g11755; + float4 appendResult5_g11897 = (float4(break4_g11897.r , break4_g11897.g , break4_g11897.b , ( break4_g11897.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g11897; + float4 temp_output_1_0_g11898 = temp_output_344_0; + float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.color).rgb ) , temp_output_1_0_g11898.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g11898; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g11900 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a)); + float4 staticSwitch6_g11900 = appendResult2_g11900; + #else + float4 staticSwitch6_g11900 = temp_output_7_0_g11900; + #endif + float4 temp_output_340_0 = staticSwitch6_g11900; + float3 lerpResult490 = lerp( (temp_output_340_0).rgb , float3( 1,1,1 ) , ( 1.0 - temp_output_340_0.a )); + float4 appendResult494 = (float4(lerpResult490 , 1.0)); + + fixed4 c = appendResult494; + c.rgb *= c.a; + return c; + } + ENDCG + } + } + CustomEditor "SpriteShadersUltimate.SSUShaderGUI" + + Fallback Off +} +/*ASEBEGIN +Version=19801 +Node;AmplifyShaderEditor.TemplateShaderPropertyNode;30;1182.59,1001.108;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 +Node;AmplifyShaderEditor.RegisterLocalVarNode;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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new file mode 100644 index 00000000..bcf5aaad --- /dev/null +++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader @@ -0,0 +1,3683 @@ +// Made with Amplify Shader Editor v1.9.8.1 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "Sprite Shaders Ultimate/Standard SSU" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} + [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 + [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 + [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 + [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 + _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) + [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 + [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 + [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 + _PixelsPerUnit("Pixels Per Unit", Float) = 100 + _ScreenWidthUnits("Screen Width Units", Float) = 10 + _RectWidth("Rect Width", Float) = 100 + _RectHeight("Rect Height", Float) = 100 + [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 + _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 + _FadingPosition("Fading: Position", Vector) = (0,0,0,0) + _FadingWidth("Fading: Width", Float) = 0.3 + _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 + _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) + _FadingMask("Fading: Mask", 2D) = "white" {} + [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 + [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 + _TimeValue("Time: Value", Float) = 0 + [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 + _TimeSpeed("Time: Speed", Float) = 1 + [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 + _TimeFPS("Time: FPS", Float) = 5 + [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 + _TimeFrequency("Time: Frequency", Float) = 2 + _TimeRange("Time: Range", Float) = 0.5 + _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} + [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 + _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 + [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) + [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 + _StrongTintContrast("Strong Tint: Contrast", Float) = 0 + [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 + _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} + [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 + _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 + [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) + [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 + _AddColorContrast("Add Color: Contrast", Float) = 0.5 + [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 + _AddColorMask("Add Color: Mask", 2D) = "white" {} + [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 + _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) + _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 + [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 + _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 + _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) + _ShadowColor("Shadow: Color", Color) = (0,0,0,0) + [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 + _Brightness("Brightness", Float) = 1 + [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 + _Contrast("Contrast", Float) = 1 + [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 + _Saturation("Saturation", Float) = 1 + [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 + _Hue("Hue", Range( -1 , 1)) = 0 + [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 + _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 + _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} + [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 + _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 + [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) + [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) + [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 + _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} + [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 + _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) + _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 + [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 + _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) + _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 + _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} + _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 + _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) + _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 + [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 + _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) + _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) + _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) + [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 + _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} + _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 + _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 + [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) + _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 + _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 + [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 + _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} + _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) + [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 + [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 + _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 + _AddHueSpeed("Add Hue: Speed", Float) = 1 + _AddHueBrightness("Add Hue: Brightness", Float) = 2 + _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 + _AddHueContrast("Add Hue: Contrast", Float) = 0.5 + [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 + _AddHueMask("Add Hue: Mask", 2D) = "white" {} + [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 + _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) + [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) + _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 + _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 + [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 + _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 + [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 + _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 + [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) + _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 + _InkSpreadDistance("Ink Spread: Distance", Float) = 3 + _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) + _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 + _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) + _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 + [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 + _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 + [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) + _BlackTintPower("Black Tint: Power", Float) = 4 + [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 + _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 + [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) + _SineGlowContrast("Sine Glow: Contrast", Float) = 1 + _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 + _SineGlowMin("Sine Glow: Min", Float) = 0 + _SineGlowMax("Sine Glow: Max", Float) = 1 + [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 + _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} + [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 + _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 + [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) + [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) + _SplitToningContrast("Split Toning: Contrast", Float) = 1 + _SplitToningBalance("Split Toning: Balance", Float) = 1 + _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 + [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 + _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 + _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) + [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) + _ColorReplaceRange("Color Replace: Range", Float) = 0.05 + _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 + _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 + [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 + _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 + [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 + _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 + [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) + _HologramContrast("Hologram: Contrast", Float) = 1 + _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 + _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 + _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 + _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 + _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 + _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 + _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 + _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 + [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 + _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 + _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 + _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) + _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) + _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 + _GlitchBrightness("Glitch: Brightness", Float) = 4 + _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) + _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) + _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) + _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) + _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) + [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 + _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 + [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) + _FrozenContrast("Frozen: Contrast", Float) = 2 + [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) + _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 + _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 + _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) + [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) + _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 + _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 + _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) + _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) + _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) + _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 + _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 + _RainbowBrightness("Rainbow: Brightness", Float) = 2 + _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 + _RainbowContrast("Rainbow: Contrast", Float) = 1 + _RainbowSpeed("Rainbow: Speed", Float) = 1 + _RainbowDensity("Rainbow: Density", Float) = 0.5 + _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) + _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) + _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 + [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 + _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 + _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) + _CamouflageContrast("Camouflage: Contrast", Float) = 1 + _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) + _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) + _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) + _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 + _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 + _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) + [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 + _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) + _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 + _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 + [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) + _MetalContrast("Metal: Contrast", Float) = 2 + [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) + _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 + _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 + _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) + _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) + _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) + _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) + _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) + [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 + [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} + [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 + _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 + [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) + _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 + _ShineContrast("Shine: Contrast", Float) = 2 + _ShineWidth("Shine: Width", Float) = 0.1 + _ShineSpeed("Shine: Speed", Float) = 5 + _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 + _ShineSmooth("Shine: Smoothness", Float) = 1 + _ShineFrequency("Shine: Frequency", Float) = 0.3 + [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 + [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} + [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 + _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 + _BurnPosition("Burn: Position", Vector) = (0,5,0,0) + _BurnRadius("Burn: Radius", Float) = 5 + [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) + _BurnWidth("Burn: Width", Float) = 0.1 + _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) + _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 + [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) + _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 + [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) + _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 + _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) + _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 + _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 + _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 + [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) + _PoisonDensity("Poison: Density", Float) = 3 + _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 + _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 + _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 + _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) + _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) + [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 + _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 + _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) + _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) + _EnchantedBrightness("Enchanted: Brightness", Float) = 1 + _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 + _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 + [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 + _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 + _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 + _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 + [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) + [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) + [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 + [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 + _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 + _ShiftingSpeed("Shifting: Speed", Float) = 0.5 + _ShiftingDensity("Shifting: Density", Float) = 1.5 + _ShiftingBrightness("Shifting: Brightness", Float) = 1 + _ShiftingContrast("Shifting: Contrast", Float) = 0.5 + [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 + _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 + [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) + [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) + [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 + _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 + _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} + [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) + _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 + _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 + _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 + _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 + _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 + _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 + _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 + _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 + _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 + _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} + [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) + _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) + _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) + [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 + _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 + [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 + _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) + [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 + _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 + _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 + _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 + _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 + _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 + [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 + _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 + _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 + _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 + _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 + [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 + _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 + _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) + _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 + _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 + [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 + _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 + _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) + _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 + [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) + _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) + _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 + [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 + [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 + _HalftoneFade("Halftone: Fade", Float) = 1 + _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) + _HalftoneTiling("Halftone: Tiling", Float) = 4 + _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 + [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 + _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 + _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 + _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 + _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) + _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 + _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 + _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 + [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) + _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 + _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 + [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 + [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 + _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 + _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 + _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 + _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) + _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 + _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) + _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 + _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) + [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 + [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 + _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 + _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) + _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 + _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 + _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 + _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 + [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 + _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 + _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) + _SqueezePower("Squeeze: Power", Float) = 1 + _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 + _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 + _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) + _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) + _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) + _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) + [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 + [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} + [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 + _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) + [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 + _UVRotateSpeed("UV Rotate: Speed", Float) = 1 + _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 + _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 + _SineRotateAngle("Sine Rotate: Angle", Float) = 15 + _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 + _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 + _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 + _WiggleSpeed("Wiggle: Speed", Float) = 2 + _WiggleFrequency("Wiggle: Frequency", Float) = 2 + _WiggleOffset("Wiggle: Offset", Float) = 0.02 + [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 + [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 + _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) + _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) + [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 + _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 + _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) + _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) + [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 + _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 + _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) + [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 + _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 + _VibrateOffset("Vibrate: Offset", Float) = 0.04 + _VibrateFrequency("Vibrate: Frequency", Float) = 100 + _VibrateRotation("Vibrate: Rotation", Float) = 4 + [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 + _WindRotation("Wind: Rotation", Float) = 0 + _WindMaxRotation("Wind: Max Rotation", Float) = 2 + _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 + _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 + _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 + [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 + _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 + _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 + _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 + _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 + [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 + [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 + _WindXPosition("Wind: X Position", Float) = 0 + _WindFlip("Wind: Flip", Float) = 0 + [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 + _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 + _SquishStretch("Squish: Stretch", Float) = 0.1 + _SquishSquish("Squish: Squish", Float) = 0.1 + _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 + [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 + _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 + _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 + [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 + _FlameBrightness("Flame: Brightness", Float) = 10 + _FlameSmooth("Flame: Smooth", Float) = 2 + _FlameRadius("Flame: Radius", Float) = 0.2 + _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) + _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 + _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 + _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) + [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 + _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 + _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 + [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 + _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 + _SharpenFactor("Sharpen: Factor", Float) = 4 + _SharpenOffset("Sharpen: Offset", Float) = 2 + [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 + [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 + _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 + _SmokeSmoothness("Smoke: Smoothness", Float) = 1 + _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 + _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 + _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 + [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 + [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 + _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} + _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 + _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) + _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 + _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 + [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 + _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) + _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) + _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 + [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 + _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) + _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) + _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 + [HideInInspector] _texcoord( "", 2D ) = "white" {} + + } + + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Cull Off + Lighting Off + ZWrite Off + Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha + + + Pass + { + CGPROGRAM + #define ASE_VERSION 19801 + + #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX + #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) + #endif + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + #pragma multi_compile _ PIXELSNAP_ON + #pragma multi_compile _ ETC1_EXTERNAL_ALPHA + #include "UnityCG.cginc" + #include "UnityShaderVariables.cginc" + #define ASE_NEEDS_VERT_POSITION + #define ASE_NEEDS_FRAG_POSITION + #define ASE_NEEDS_FRAG_COLOR + #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD + #pragma shader_feature_local _ENABLESINESCALE_ON + #pragma shader_feature _ENABLEVIBRATE_ON + #pragma shader_feature _ENABLESINEMOVE_ON + #pragma shader_feature _ENABLESQUISH_ON + #pragma shader_feature _SPRITESHEETFIX_ON + #pragma shader_feature_local _PIXELPERFECTUV_ON + #pragma shader_feature _ENABLEWORLDTILING_ON + #pragma shader_feature _ENABLESCREENTILING_ON + #pragma shader_feature _TOGGLETIMEFREQUENCY_ON + #pragma shader_feature _TOGGLETIMEFPS_ON + #pragma shader_feature _TOGGLETIMESPEED_ON + #pragma shader_feature _TOGGLEUNSCALEDTIME_ON + #pragma shader_feature _TOGGLECUSTOMTIME_ON + #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN + #pragma shader_feature _PIXELPERFECTSPACE_ON + #pragma shader_feature _BAKEDMATERIAL_ON + #pragma shader_feature _VERTEXTINTFIRST_ON + #pragma shader_feature _ENABLESHADOW_ON + #pragma shader_feature _ENABLESTRONGTINT_ON + #pragma shader_feature _ENABLEALPHATINT_ON + #pragma shader_feature_local _ENABLEADDCOLOR_ON + #pragma shader_feature_local _ENABLEHALFTONE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON + #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON + #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON + #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON + #pragma shader_feature_local _ENABLEFULLDISTORTION_ON + #pragma shader_feature _ENABLETEXTURELAYER2_ON + #pragma shader_feature _ENABLETEXTURELAYER1_ON + #pragma shader_feature _ENABLESHIFTING_ON + #pragma shader_feature _ENABLEENCHANTED_ON + #pragma shader_feature_local _ENABLEPOISON_ON + #pragma shader_feature_local _ENABLESHINE_ON + #pragma shader_feature_local _ENABLERAINBOW_ON + #pragma shader_feature_local _ENABLEBURN_ON + #pragma shader_feature_local _ENABLEFROZEN_ON + #pragma shader_feature_local _ENABLEMETAL_ON + #pragma shader_feature_local _ENABLECAMOUFLAGE_ON + #pragma shader_feature_local _ENABLEGLITCH_ON + #pragma shader_feature_local _ENABLEHOLOGRAM_ON + #pragma shader_feature _ENABLEPINGPONGGLOW_ON + #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON + #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON + #pragma shader_feature_local _ENABLEINNEROUTLINE_ON + #pragma shader_feature_local _ENABLESATURATION_ON + #pragma shader_feature_local _ENABLESINEGLOW_ON + #pragma shader_feature_local _ENABLEADDHUE_ON + #pragma shader_feature_local _ENABLESHIFTHUE_ON + #pragma shader_feature_local _ENABLEINKSPREAD_ON + #pragma shader_feature_local _ENABLEBLACKTINT_ON + #pragma shader_feature_local _ENABLESPLITTONING_ON + #pragma shader_feature_local _ENABLEHUE_ON + #pragma shader_feature_local _ENABLEBRIGHTNESS_ON + #pragma shader_feature_local _ENABLECONTRAST_ON + #pragma shader_feature _ENABLENEGATIVE_ON + #pragma shader_feature_local _ENABLECOLORREPLACE_ON + #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON + #pragma shader_feature _ENABLERECOLORRGB_ON + #pragma shader_feature_local _ENABLEFLAME_ON + #pragma shader_feature_local _ENABLECHECKERBOARD_ON + #pragma shader_feature_local _ENABLECUSTOMFADE_ON + #pragma shader_feature_local _ENABLESMOKE_ON + #pragma shader_feature _ENABLESHARPEN_ON + #pragma shader_feature _ENABLEGAUSSIANBLUR_ON + #pragma shader_feature _ENABLESMOOTHPIXELART_ON + #pragma shader_feature_local _TILINGFIX_ON + #pragma shader_feature _ENABLEWIGGLE_ON + #pragma shader_feature_local _ENABLEUVSCALE_ON + #pragma shader_feature_local _ENABLEPIXELATE_ON + #pragma shader_feature_local _ENABLEUVSCROLL_ON + #pragma shader_feature_local _ENABLEUVROTATE_ON + #pragma shader_feature_local _ENABLESINEROTATE_ON + #pragma shader_feature_local _ENABLESQUEEZE_ON + #pragma shader_feature_local _ENABLEUVDISTORT_ON + #pragma shader_feature_local _ENABLEWIND_ON + #pragma shader_feature_local _WINDLOCALWIND_ON + #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON + #pragma shader_feature_local _WINDISPARALLAX_ON + #pragma shader_feature _UVDISTORTMASKTOGGLE_ON + #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON + #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON + #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON + #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON + #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON + #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON + #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON + #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON + #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON + #pragma shader_feature _METALMASKTOGGLE_ON + #pragma shader_feature _SHINEMASKTOGGLE_ON + #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON + #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON + #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON + #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON + #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON + #pragma shader_feature _ADDCOLORMASKTOGGLE_ON + #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON + #pragma shader_feature _STRONGTINTMASKTOGGLE_ON + + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord1 : TEXCOORD1; + float4 ase_texcoord2 : TEXCOORD2; + float4 ase_texcoord3 : TEXCOORD3; + }; + + uniform fixed4 _Color; + uniform float _EnableExternalAlpha; + uniform sampler2D _MainTex; + uniform sampler2D _AlphaTex; + #ifdef _ENABLESQUISH_ON + uniform float _SquishStretch; + #endif + #ifdef _ENABLESCREENTILING_ON + uniform float2 _ScreenTilingScale; + uniform float2 _ScreenTilingOffset; + uniform float _ScreenTilingPixelsPerUnit; + #endif + float4 _MainTex_TexelSize; + #ifdef _ENABLEWORLDTILING_ON + uniform float2 _WorldTilingScale; + uniform float2 _WorldTilingOffset; + uniform float _WorldTilingPixelsPerUnit; + #endif + #ifdef _SPRITESHEETFIX_ON + uniform float4 _SpriteSheetRect; + #endif + #ifdef _ENABLESQUISH_ON + uniform float _SquishFade; + uniform float _SquishFlip; + uniform float _SquishSquish; + #endif + #ifdef _TOGGLECUSTOMTIME_ON + uniform float _TimeValue; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + uniform float UnscaledTime; + #endif + #ifdef _TOGGLETIMESPEED_ON + uniform float _TimeSpeed; + #endif + #ifdef _TOGGLETIMEFPS_ON + uniform float _TimeFPS; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + uniform float _TimeFrequency; + uniform float _TimeRange; + #endif + #ifdef _ENABLESINEMOVE_ON + uniform float2 _SineMoveFrequency; + uniform float2 _SineMoveOffset; + uniform float _SineMoveFade; + #endif + #ifdef _ENABLEVIBRATE_ON + uniform float _VibrateFrequency; + uniform float _VibrateOffset; + uniform float _VibrateFade; + uniform float _VibrateRotation; + #endif + #ifdef _ENABLESINESCALE_ON + uniform float _SineScaleFrequency; + uniform float2 _SineScaleFactor; + #endif + uniform float _FadingFade; + #ifdef _SHADERFADING_MASK + uniform sampler2D _FadingMask; + uniform float4 _FadingMask_ST; + #endif + uniform float _FadingWidth; + uniform sampler2D _UberNoiseTexture; + uniform float _PixelsPerUnit; + #ifdef _SHADERSPACE_UI_GRAPHIC + uniform float _RectWidth; + uniform float _RectHeight; + #endif + uniform float _ScreenWidthUnits; + uniform float2 _FadingNoiseScale; + #ifdef _SHADERFADING_SPREAD + uniform float2 _FadingPosition; + uniform float _FadingNoiseFactor; + #endif + #ifdef _ENABLEWIND_ON + uniform float _WindRotationWindFactor; + uniform float WindMinIntensity; + uniform float _WindMinIntensity; + uniform float WindMaxIntensity; + uniform float _WindMaxIntensity; + uniform float _WindXPosition; + uniform float WindNoiseScale; + uniform float _WindNoiseScale; + uniform float WindTime; + uniform float _WindNoiseSpeed; + uniform float _WindRotation; + uniform float _WindMaxRotation; + uniform float _WindFlip; + uniform float _WindSquishFactor; + uniform float _WindSquishWindFactor; + #endif + #ifdef _ENABLEFULLDISTORTION_ON + uniform float _FullDistortionFade; + uniform float2 _FullDistortionNoiseScale; + uniform float2 _FullDistortionDistortion; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + uniform float2 _DirectionalDistortionDistortionScale; + uniform float _DirectionalDistortionRandomDirection; + uniform float2 _DirectionalDistortionDistortion; + uniform float _DirectionalDistortionInvert; + uniform float _DirectionalDistortionRotation; + uniform float _DirectionalDistortionFade; + uniform float2 _DirectionalDistortionNoiseScale; + uniform float _DirectionalDistortionNoiseFactor; + uniform float _DirectionalDistortionWidth; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float _HologramDistortionSpeed; + uniform float _HologramDistortionDensity; + uniform float _HologramDistortionScale; + uniform float _HologramDistortionOffset; + uniform float _HologramFade; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float2 _GlitchDistortionSpeed; + uniform float2 _GlitchDistortionScale; + uniform float2 _GlitchDistortion; + uniform float2 _GlitchMaskSpeed; + uniform float2 _GlitchMaskScale; + uniform float _GlitchMaskMin; + uniform float _GlitchFade; + #endif + #ifdef _ENABLEUVDISTORT_ON + uniform float2 _UVDistortFrom; + uniform float2 _UVDistortTo; + uniform float2 _UVDistortSpeed; + uniform float2 _UVDistortNoiseScale; + uniform float _UVDistortFade; + uniform sampler2D _UVDistortMask; + uniform float4 _UVDistortMask_ST; + #endif + #ifdef _ENABLESQUEEZE_ON + uniform float2 _SqueezeCenter; + uniform float _SqueezePower; + uniform float2 _SqueezeScale; + uniform float _SqueezeFade; + #endif + #ifdef _ENABLESINEROTATE_ON + uniform float _SineRotateFrequency; + uniform float _SineRotateAngle; + uniform float _SineRotateFade; + uniform float2 _SineRotatePivot; + #endif + #ifdef _ENABLEUVROTATE_ON + uniform float _UVRotateSpeed; + uniform float2 _UVRotatePivot; + #endif + #ifdef _ENABLEUVSCROLL_ON + uniform float2 _UVScrollSpeed; + #endif + #ifdef _ENABLEPIXELATE_ON + uniform float _PixelatePixelDensity; + uniform float _PixelatePixelsPerUnit; + uniform float _PixelateFade; + #endif + #ifdef _ENABLEUVSCALE_ON + uniform float2 _UVScalePivot; + uniform float2 _UVScaleScale; + #endif + #ifdef _ENABLEWIGGLE_ON + uniform float _WiggleFrequency; + uniform float _WiggleSpeed; + uniform float _WiggleOffset; + uniform float _WiggleFade; + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + uniform float _GaussianBlurOffset; + uniform float _GaussianBlurFade; + #endif + #ifdef _ENABLESHARPEN_ON + uniform float _SharpenOffset; + uniform float _SharpenFactor; + uniform float _SharpenFade; + #endif + #ifdef _ENABLESMOKE_ON + uniform float _SmokeVertexSeed; + uniform float _SmokeNoiseScale; + uniform float _SmokeNoiseFactor; + uniform float _SmokeSmoothness; + uniform float _SmokeDarkEdge; + uniform float _SmokeAlpha; + #endif + #ifdef _ENABLECUSTOMFADE_ON + uniform sampler2D _CustomFadeFadeMask; + uniform float2 _CustomFadeNoiseScale; + uniform float _CustomFadeNoiseFactor; + uniform float _CustomFadeSmoothness; + uniform float _CustomFadeAlpha; + #endif + #ifdef _ENABLECHECKERBOARD_ON + uniform float _CheckerboardDarken; + uniform float _CheckerboardTiling; + #endif + #ifdef _ENABLEFLAME_ON + uniform float2 _FlameSpeed; + uniform float2 _FlameNoiseScale; + uniform float _FlameNoiseHeightFactor; + uniform float _FlameNoiseFactor; + uniform float _FlameRadius; + uniform float _FlameSmooth; + uniform float _FlameBrightness; + #endif + #ifdef _ENABLERECOLORRGB_ON + uniform float4 _RecolorRGBRedTint; + uniform sampler2D _RecolorRGBTexture; + uniform float4 _RecolorRGBGreenTint; + uniform float4 _RecolorRGBBlueTint; + uniform float _RecolorRGBFade; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + uniform sampler2D _RecolorRGBYCPTexture; + uniform float4 _RecolorRGBYCPPurpleTint; + uniform float4 _RecolorRGBYCPBlueTint; + uniform float4 _RecolorRGBYCPCyanTint; + uniform float4 _RecolorRGBYCPGreenTint; + uniform float4 _RecolorRGBYCPYellowTint; + uniform float4 _RecolorRGBYCPRedTint; + uniform float _RecolorRGBYCPFade; + #endif + #ifdef _ENABLECOLORREPLACE_ON + uniform float4 _ColorReplaceFromColor; + uniform float _ColorReplaceContrast; + uniform float4 _ColorReplaceToColor; + uniform float _ColorReplaceSmoothness; + uniform float _ColorReplaceRange; + uniform float _ColorReplaceFade; + #endif + #ifdef _ENABLENEGATIVE_ON + uniform float _NegativeFade; + #endif + #ifdef _ENABLECONTRAST_ON + uniform float _Contrast; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + uniform float _Brightness; + #endif + #ifdef _ENABLEHUE_ON + uniform float _Hue; + #endif + #ifdef _ENABLESPLITTONING_ON + uniform float4 _SplitToningShadowsColor; + uniform float4 _SplitToningHighlightsColor; + uniform float _SplitToningShift; + uniform float _SplitToningBalance; + uniform float _SplitToningContrast; + uniform float _SplitToningFade; + #endif + #ifdef _ENABLEBLACKTINT_ON + uniform float4 _BlackTintColor; + uniform float _BlackTintPower; + uniform float _BlackTintFade; + #endif + #ifdef _ENABLEINKSPREAD_ON + uniform float4 _InkSpreadColor; + uniform float _InkSpreadContrast; + uniform float _InkSpreadFade; + uniform float _InkSpreadDistance; + uniform float2 _InkSpreadPosition; + uniform float2 _InkSpreadNoiseScale; + uniform float _InkSpreadNoiseFactor; + uniform float _InkSpreadWidth; + #endif + #ifdef _ENABLESHIFTHUE_ON + uniform float _ShiftHueSpeed; + #endif + #ifdef _ENABLEADDHUE_ON + uniform float _AddHueSpeed; + uniform float _AddHueSaturation; + uniform float _AddHueBrightness; + uniform float _AddHueContrast; + uniform float _AddHueFade; + uniform sampler2D _AddHueMask; + uniform float4 _AddHueMask_ST; + #endif + #ifdef _ENABLESINEGLOW_ON + uniform float _SineGlowContrast; + uniform float4 _SineGlowColor; + uniform sampler2D _SineGlowMask; + uniform float4 _SineGlowMask_ST; + uniform float _SineGlowFade; + uniform float _SineGlowFrequency; + uniform float _SineGlowMax; + uniform float _SineGlowMin; + #endif + #ifdef _ENABLESATURATION_ON + uniform float _Saturation; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + uniform float4 _InnerOutlineColor; + uniform sampler2D _InnerOutlineTintTexture; + uniform float2 _InnerOutlineTextureSpeed; + uniform float _InnerOutlineFade; + uniform float2 _InnerOutlineNoiseSpeed; + uniform float2 _InnerOutlineNoiseScale; + uniform float2 _InnerOutlineDistortionIntensity; + uniform float _InnerOutlineWidth; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + uniform float4 _OuterOutlineColor; + uniform sampler2D _OuterOutlineTintTexture; + uniform float2 _OuterOutlineTextureSpeed; + uniform float _OuterOutlineFade; + uniform float2 _OuterOutlineNoiseSpeed; + uniform float2 _OuterOutlineNoiseScale; + uniform float2 _OuterOutlineDistortionIntensity; + uniform float _OuterOutlineWidth; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + uniform float4 _PixelOutlineColor; + uniform sampler2D _PixelOutlineTintTexture; + uniform float2 _PixelOutlineTextureSpeed; + uniform float _PixelOutlineFade; + uniform float _PixelOutlineAlphaLimit; + uniform float _PixelOutlineWidth; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + uniform float4 _PingPongGlowFrom; + uniform float4 _PingPongGlowTo; + uniform float _PingPongGlowFrequency; + uniform float _PingPongGlowFade; + uniform float _PingPongGlowContrast; + #endif + #ifdef _ENABLEHOLOGRAM_ON + uniform float4 _HologramTint; + uniform float _HologramContrast; + uniform float _HologramLineSpeed; + uniform float _HologramLineFrequency; + uniform float _HologramLineGap; + uniform float _HologramMinAlpha; + #endif + #ifdef _ENABLEGLITCH_ON + uniform float _GlitchBrightness; + uniform float2 _GlitchNoiseSpeed; + uniform float2 _GlitchNoiseScale; + uniform float _GlitchHueSpeed; + #endif + #ifdef _ENABLECAMOUFLAGE_ON + uniform float4 _CamouflageBaseColor; + uniform float4 _CamouflageColorA; + uniform float _CamouflageDensityA; + uniform float2 _CamouflageDistortionSpeed; + uniform float2 _CamouflageDistortionScale; + uniform float2 _CamouflageDistortionIntensity; + uniform float2 _CamouflageNoiseScaleA; + uniform float _CamouflageSmoothnessA; + uniform float4 _CamouflageColorB; + uniform float _CamouflageDensityB; + uniform float2 _CamouflageNoiseScaleB; + uniform float _CamouflageSmoothnessB; + uniform float _CamouflageContrast; + uniform float _CamouflageFade; + #endif + #ifdef _ENABLEMETAL_ON + uniform float _MetalHighlightDensity; + uniform float2 _MetalNoiseDistortionSpeed; + uniform float2 _MetalNoiseDistortionScale; + uniform float2 _MetalNoiseDistortion; + uniform float2 _MetalNoiseSpeed; + uniform float2 _MetalNoiseScale; + uniform float4 _MetalHighlightColor; + uniform float _MetalHighlightContrast; + uniform float _MetalContrast; + uniform float4 _MetalColor; + uniform float _MetalFade; + uniform sampler2D _MetalMask; + uniform float4 _MetalMask_ST; + #endif + #ifdef _ENABLEFROZEN_ON + uniform float _FrozenContrast; + uniform float4 _FrozenTint; + uniform float _FrozenSnowContrast; + uniform float4 _FrozenSnowColor; + uniform float _FrozenSnowDensity; + uniform float2 _FrozenSnowScale; + uniform float _FrozenHighlightDensity; + uniform float2 _FrozenHighlightDistortionSpeed; + uniform float2 _FrozenHighlightDistortionScale; + uniform float2 _FrozenHighlightDistortion; + uniform float2 _FrozenHighlightSpeed; + uniform float2 _FrozenHighlightScale; + uniform float4 _FrozenHighlightColor; + uniform float _FrozenHighlightContrast; + uniform float _FrozenFade; + #endif + #ifdef _ENABLEBURN_ON + uniform float _BurnInsideContrast; + uniform float4 _BurnInsideNoiseColor; + uniform float _BurnInsideNoiseFactor; + uniform float2 _BurnSwirlNoiseScale; + uniform float _BurnSwirlFactor; + uniform float2 _BurnInsideNoiseScale; + uniform float4 _BurnInsideColor; + uniform float _BurnRadius; + uniform float2 _BurnPosition; + uniform float2 _BurnEdgeNoiseScale; + uniform float _BurnEdgeNoiseFactor; + uniform float _BurnWidth; + uniform float4 _BurnEdgeColor; + uniform float _BurnFade; + #endif + #ifdef _ENABLERAINBOW_ON + uniform float2 _RainbowCenter; + uniform float2 _RainbowNoiseScale; + uniform float _RainbowNoiseFactor; + uniform float _RainbowDensity; + uniform float _RainbowSpeed; + uniform float _RainbowSaturation; + uniform float _RainbowBrightness; + uniform float _RainbowContrast; + uniform float _RainbowFade; + #endif + #ifdef _ENABLESHINE_ON + uniform float _ShineSaturation; + uniform float _ShineContrast; + uniform float4 _ShineColor; + uniform float _ShineRotation; + uniform float _ShineFrequency; + uniform float _ShineSpeed; + uniform float _ShineWidth; + uniform float _ShineSmooth; + uniform float _ShineFade; + uniform sampler2D _ShineMask; + uniform float4 _ShineMask_ST; + #endif + #ifdef _ENABLEPOISON_ON + uniform float2 _PoisonNoiseSpeed; + uniform float2 _PoisonNoiseScale; + uniform float _PoisonShiftSpeed; + uniform float _PoisonDensity; + uniform float4 _PoisonColor; + uniform float _PoisonFade; + uniform float _PoisonNoiseBrightness; + uniform float _PoisonRecolorFactor; + #endif + #ifdef _ENABLEENCHANTED_ON + uniform float4 _EnchantedLowColor; + uniform float4 _EnchantedHighColor; + uniform float2 _EnchantedSpeed; + uniform float2 _EnchantedScale; + uniform float _EnchantedRainbowDensity; + uniform float _EnchantedRainbowSpeed; + uniform float _EnchantedRainbowSaturation; + uniform float _EnchantedContrast; + uniform float _EnchantedBrightness; + uniform float _EnchantedReduce; + uniform float _EnchantedFade; + #endif + #ifdef _ENABLESHIFTING_ON + uniform float4 _ShiftingColorA; + uniform float4 _ShiftingColorB; + uniform float _ShiftingSpeed; + uniform float _ShiftingDensity; + uniform float _ShiftingBrightness; + uniform float _ShiftingSaturation; + uniform float _ShiftingContrast; + uniform float _ShiftingFade; + #endif + #ifdef _ENABLETEXTURELAYER1_ON + uniform sampler2D _TextureLayer1Texture; + uniform float2 _TextureLayer1Scale; + uniform float2 _TextureLayer1Offset; + uniform float2 _TextureLayer1ScrollSpeed; + uniform float _TextureLayer1EdgeClip; + #endif + uniform int _TextureLayer1Columns; + uniform int _TextureLayer1Rows; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float _TextureLayer1Speed; + #endif + uniform int _TextureLayer1StartFrame; + #ifdef _ENABLETEXTURELAYER1_ON + uniform float4 _TextureLayer1Color; + uniform float _TextureLayer1Contrast; + uniform float _TextureLayer1Fade; + #endif + #ifdef _ENABLETEXTURELAYER2_ON + uniform sampler2D _TextureLayer2Texture; + uniform float2 _TextureLayer2Scale; + uniform float2 _TextureLayer2Offset; + uniform float2 _TextureLayer2ScrollSpeed; + uniform float _TextureLayer2EdgeClip; + #endif + uniform int _TextureLayer2Columns; + uniform int _TextureLayer2Rows; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float _TextureLayer2Speed; + #endif + uniform int _TextureLayer2StartFrame; + #ifdef _ENABLETEXTURELAYER2_ON + uniform float4 _TextureLayer2Color; + uniform float _TextureLayer2Contrast; + uniform float _TextureLayer2Fade; + #endif + #ifdef _ENABLEFULLALPHADISSOLVE_ON + uniform float _FullAlphaDissolveFade; + uniform float _FullAlphaDissolveWidth; + uniform float2 _FullAlphaDissolveNoiseScale; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + uniform float4 _FullGlowDissolveEdgeColor; + uniform float2 _FullGlowDissolveNoiseScale; + uniform float _FullGlowDissolveFade; + uniform float _FullGlowDissolveWidth; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + uniform float _SourceAlphaDissolveInvert; + uniform float _SourceAlphaDissolveFade; + uniform float2 _SourceAlphaDissolvePosition; + uniform float2 _SourceAlphaDissolveNoiseScale; + uniform float _SourceAlphaDissolveNoiseFactor; + uniform float _SourceAlphaDissolveWidth; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + uniform float2 _SourceGlowDissolvePosition; + uniform float2 _SourceGlowDissolveNoiseScale; + uniform float _SourceGlowDissolveNoiseFactor; + uniform float _SourceGlowDissolveFade; + uniform float _SourceGlowDissolveWidth; + uniform float4 _SourceGlowDissolveEdgeColor; + uniform float _SourceGlowDissolveInvert; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + uniform float _DirectionalAlphaFadeInvert; + uniform float _DirectionalAlphaFadeRotation; + uniform float _DirectionalAlphaFadeFade; + uniform float2 _DirectionalAlphaFadeNoiseScale; + uniform float _DirectionalAlphaFadeNoiseFactor; + uniform float _DirectionalAlphaFadeWidth; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + uniform float4 _DirectionalGlowFadeEdgeColor; + uniform float _DirectionalGlowFadeInvert; + uniform float _DirectionalGlowFadeRotation; + uniform float _DirectionalGlowFadeFade; + uniform float2 _DirectionalGlowFadeNoiseScale; + uniform float _DirectionalGlowFadeNoiseFactor; + uniform float _DirectionalGlowFadeWidth; + #endif + #ifdef _ENABLEHALFTONE_ON + uniform float _HalftoneInvert; + uniform float _HalftoneTiling; + uniform float _HalftoneFade; + uniform float2 _HalftonePosition; + uniform float _HalftoneFadeWidth; + #endif + #ifdef _ENABLEADDCOLOR_ON + uniform float4 _AddColorColor; + uniform sampler2D _AddColorMask; + uniform float4 _AddColorMask_ST; + uniform float _AddColorContrast; + uniform float _AddColorFade; + #endif + #ifdef _ENABLEALPHATINT_ON + uniform float4 _AlphaTintColor; + uniform float _AlphaTintMinAlpha; + uniform float _AlphaTintFade; + #endif + #ifdef _ENABLESTRONGTINT_ON + uniform float4 _StrongTintTint; + uniform sampler2D _StrongTintMask; + uniform float4 _StrongTintMask_ST; + uniform float _StrongTintContrast; + uniform float _StrongTintFade; + #endif + #ifdef _ENABLESHADOW_ON + uniform float4 _ShadowColor; + uniform float _ShadowFade; + uniform float2 _ShadowOffset; + #endif + float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) + { + original -= center; + float C = cos( angle ); + float S = sin( angle ); + float t = 1 - C; + float m00 = t * u.x * u.x + C; + float m01 = t * u.x * u.y - S * u.z; + float m02 = t * u.x * u.z + S * u.y; + float m10 = t * u.x * u.y + S * u.z; + float m11 = t * u.y * u.y + C; + float m12 = t * u.y * u.z - S * u.x; + float m20 = t * u.x * u.z - S * u.y; + float m21 = t * u.y * u.z + S * u.x; + float m22 = t * u.z * u.z + C; + float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); + return mul( finalMatrix, original ) + center; + } + + float MyCustomExpression16_g11775( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11773( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float FastNoise101_g11664( float x ) + { + float i = floor(x); + float f = frac(x); + float s = sign(frac(x/2.0)-0.5); + + float k = 0.5+0.5*sin(i); + return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); + } + + float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } + float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } + float snoise( float2 v ) + { + const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); + float2 i = floor( v + dot( v, C.yy ) ); + float2 x0 = v - i + dot( i, C.xx ); + float2 i1; + i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); + float4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + i = mod2D289( i ); + float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); + float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); + m = m * m; + m = m * m; + float3 x = 2.0 * frac( p * C.www ) - 1.0; + float3 h = abs( x ) - 0.5; + float3 ox = floor( x + 0.5 ); + float3 a0 = x - ox; + m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); + float3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return 130.0 * dot( m, g ); + } + + float MyCustomExpression16_g11666( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11667( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11670( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11669( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11675( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11676( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11778( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11672( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11789( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) + { + float2 size; + size.x = textureTexelSize.z; + size.y = textureTexelSize.w; + float2 pixel = float2(1.0,1.0) / size; + uvs -= pixel * float2(0.5,0.5); + float2 uv_pixels = uvs * size; + float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); + float2 ddxy = fwidth(uv_pixels); + float2 mip = log2(ddxy) - 0.5; + float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; + return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); + } + + float MyCustomExpression16_g11896( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11898( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g11902( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float3 RGBToHSV(float3 c) + { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); + float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); + float d = q.x - min( q.w, q.y ); + float e = 1.0e-10; + return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); + } + float3 MyCustomExpression115_g12030( float3 In, float3 From, float3 To, float Fuzziness, float Range ) + { + float Distance = distance(From, In); + return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); + } + + float3 HSVToRGB( float3 c ) + { + float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); + float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); + return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); + } + + float MyCustomExpression16_g12053( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12037( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12064( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12072( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12110( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12107( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12109( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12099( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12101( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12092( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12094( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12095( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12087( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12085( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12086( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12081( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12113( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12118( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12116( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float2 MyCustomExpression10_g12128( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float2 MyCustomExpression10_g12124( float2 UV, int Width, int Height, float Tile, float2 Invert ) + { + Tile = fmod(Tile + 0.001, Width * Height); + float2 tileCount = float2(1, 1) / float2(Width, Height); + float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); + float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); + return (UV + float2(tileX, tileY)) * tileCount; + } + + float MyCustomExpression16_g12135( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12143( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12145( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12141( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12137( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + float MyCustomExpression16_g12139( float linValue ) + { + #ifdef UNITY_COLORSPACE_GAMMA + return linValue; + #else + linValue = max(linValue, 0.h); + return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); + #endif + } + + + + v2f vert( appdata_t IN ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + UNITY_TRANSFER_INSTANCE_ID(IN, OUT); + float2 _ZeroVector = float2(0,0); + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 ase_positionCS = UnityObjectToClipPos( IN.vertex ); + float4 screenPos = ComputeScreenPos( ase_positionCS ); + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( IN.vertex ).xyz, 1 ) ).xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + #ifdef _ENABLESQUISH_ON + float2 break77_g12161 = fixedUV475; + float2 appendResult72_g12161 = (float2(( _SquishStretch * ( break77_g12161.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g12161.y + _SquishFlip ) * -_SquishSquish ))); + float2 staticSwitch198 = ( appendResult72_g12161 + _ZeroVector ); + #else + float2 staticSwitch198 = _ZeroVector; + #endif + float2 temp_output_2_0_g12163 = staticSwitch198; + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + float temp_output_8_0_g12163 = shaderTime237; + #ifdef _ENABLESINEMOVE_ON + float2 staticSwitch4_g12163 = ( ( sin( ( temp_output_8_0_g12163 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g12163 ); + #else + float2 staticSwitch4_g12163 = temp_output_2_0_g12163; + #endif + #ifdef _ENABLEVIBRATE_ON + float temp_output_30_0_g12164 = temp_output_8_0_g12163; + float3 rotatedValue21_g12164 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g12164 * _VibrateRotation ) ); + float2 staticSwitch6_g12163 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g12164 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g12164).xy ) + staticSwitch4_g12163 ); + #else + float2 staticSwitch6_g12163 = staticSwitch4_g12163; + #endif + #ifdef _ENABLESINESCALE_ON + float2 staticSwitch10_g12163 = ( staticSwitch6_g12163 + ( (IN.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g12163 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); + #else + float2 staticSwitch10_g12163 = staticSwitch6_g12163; + #endif + float2 temp_output_424_0 = staticSwitch10_g12163; +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11776 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); + #endif + float temp_output_4_0_g11774 = max( _FadingWidth , 0.001 ); + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (IN.vertex.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (IN.vertex.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + float linValue16_g11775 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11775 = MyCustomExpression16_g11775( linValue16_g11775 ); + float clampResult14_g11774 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11774 ) ) - localMyCustomExpression16_g11775 ) / temp_output_4_0_g11774 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11772 = shaderPosition235; + float linValue16_g11773 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11772 * _FadingNoiseScale ), 0, 0.0) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11772 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11772 ) + ( localMyCustomExpression16_g11773 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11776.r * tex2DNode3_g11776.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11774; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11772; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch142 = temp_output_424_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch142 = lerpResult121; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch142 = lerpResult121; + #else + float2 staticSwitch142 = temp_output_424_0; + #endif + + OUT.ase_texcoord1 = screenPos; + OUT.ase_texcoord2.xyz = ase_positionWS; + + OUT.ase_texcoord3 = IN.vertex; + + //setting value to unused interpolator channels and avoid initialization warnings + OUT.ase_texcoord2.w = 0; + + IN.vertex.xyz += float3( staticSwitch142 , 0.0 ); + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = IN.texcoord; + OUT.color = IN.color * _Color; + #ifdef PIXELSNAP_ON + OUT.vertex = UnityPixelSnap (OUT.vertex); + #endif + + return OUT; + } + + fixed4 SampleSpriteTexture (float2 uv) + { + fixed4 color = tex2D (_MainTex, uv); + +#if ETC1_EXTERNAL_ALPHA + // get the color from an external texture (usecase: Alpha support for ETC1 on android) + fixed4 alpha = tex2D (_AlphaTex, uv); + color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); +#endif //ETC1_EXTERNAL_ALPHA + + return color; + } + + fixed4 frag(v2f IN ) : SV_Target + { + UNITY_SETUP_INSTANCE_ID( IN ); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); + + float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + float4 screenPos = IN.ase_texcoord1; + float4 ase_positionSSNorm = screenPos / screenPos.w; + #ifdef _ENABLESCREENTILING_ON + ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; + float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); + #else + float2 staticSwitch2_g11656 = texCoord363; + #endif + float3 ase_positionWS = IN.ase_texcoord2.xyz; + #ifdef _ENABLEWORLDTILING_ON + float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); + #else + float2 staticSwitch2_g11657 = staticSwitch2_g11656; + #endif + float2 originalUV460 = staticSwitch2_g11657; + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); + #else + float2 staticSwitch449 = originalUV460; + #endif + float2 uvAfterPixelArt450 = staticSwitch449; + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11660 = uvAfterPixelArt450; + float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); + float2 spriteRectMin376 = appendResult374; + float2 break11_g11660 = spriteRectMin376; + float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); + float2 spriteRectMax377 = appendResult375; + float2 break10_g11660 = spriteRectMax377; + float2 break9_g11660 = float2( 0,0 ); + float2 break8_g11660 = float2( 1,1 ); + float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); + float2 staticSwitch366 = appendResult15_g11660; + #else + float2 staticSwitch366 = uvAfterPixelArt450; + #endif + float2 fixedUV475 = staticSwitch366; + float2 temp_output_3_0_g11663 = fixedUV475; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch117_g11664 = _WindMinIntensity; + #else + float staticSwitch117_g11664 = WindMinIntensity; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch118_g11664 = _WindMaxIntensity; + #else + float staticSwitch118_g11664 = WindMaxIntensity; + #endif + #endif + float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 )); + #ifdef _ENABLEWIND_ON + #ifdef _WINDISPARALLAX_ON + float staticSwitch111_g11664 = _WindXPosition; + #else + float staticSwitch111_g11664 = transform62_g11664.x; + #endif + #endif + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch113_g11664 = _WindNoiseScale; + #else + float staticSwitch113_g11664 = WindNoiseScale; + #endif + #endif + #ifdef _TOGGLECUSTOMTIME_ON + float staticSwitch44_g11661 = _TimeValue; + #else + float staticSwitch44_g11661 = _Time.y; + #endif + #ifdef _TOGGLEUNSCALEDTIME_ON + float staticSwitch34_g11661 = UnscaledTime; + #else + float staticSwitch34_g11661 = staticSwitch44_g11661; + #endif + #ifdef _TOGGLETIMESPEED_ON + float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); + #else + float staticSwitch37_g11661 = staticSwitch34_g11661; + #endif + #ifdef _TOGGLETIMEFPS_ON + float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); + #else + float staticSwitch38_g11661 = staticSwitch37_g11661; + #endif + #ifdef _TOGGLETIMEFREQUENCY_ON + float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); + #else + float staticSwitch42_g11661 = staticSwitch38_g11661; + #endif + float shaderTime237 = staticSwitch42_g11661; + #ifdef _ENABLEWIND_ON + #ifdef _WINDLOCALWIND_ON + float staticSwitch125_g11664 = ( shaderTime237 * _WindNoiseSpeed ); + #else + float staticSwitch125_g11664 = WindTime; + #endif + float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 ); + float x101_g11664 = temp_output_50_0_g11664; + float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 ); + float2 temp_cast_0 = (temp_output_50_0_g11664).xx; + float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 ); + simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5; + #ifdef _WINDHIGHQUALITYNOISE_ON + float staticSwitch123_g11664 = simplePerlin2D121_g11664; + #else + float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 ); + #endif + float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664); + float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); + float2 temp_output_1_0_g11664 = temp_output_3_0_g11663; + float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip ); + float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0)); + float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 ))); + float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) ); + float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy; + #else + float2 staticSwitch4_g11663 = temp_output_3_0_g11663; + #endif + float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); + #ifdef _PIXELPERFECTSPACE_ON + float2 temp_output_432_0 = (_MainTex_TexelSize).zw; + float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); + #else + float2 staticSwitch437 = texCoord435; + #endif + float2 temp_output_61_0_g11662 = staticSwitch437; + float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); + float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERSPACE_UI_GRAPHIC + float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); + #endif + #if defined( _SHADERSPACE_UV ) + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #elif defined( _SHADERSPACE_UV_RAW ) + float2 staticSwitch1_g11662 = temp_output_61_0_g11662; + #elif defined( _SHADERSPACE_OBJECT ) + float2 staticSwitch1_g11662 = (IN.ase_texcoord3.xyz).xy; + #elif defined( _SHADERSPACE_OBJECT_SCALED ) + float2 staticSwitch1_g11662 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); + #elif defined( _SHADERSPACE_WORLD ) + float2 staticSwitch1_g11662 = (ase_positionWS).xy; + #elif defined( _SHADERSPACE_UI_GRAPHIC ) + float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); + #elif defined( _SHADERSPACE_SCREEN ) + float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); + #else + float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); + #endif + float2 shaderPosition235 = staticSwitch1_g11662; + #ifdef _ENABLEFULLDISTORTION_ON + float2 temp_output_195_0_g11665 = shaderPosition235; + float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 ); + float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); + float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 ))); + float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) ); + #else + float2 staticSwitch83 = staticSwitch4_g11663; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float2 temp_output_182_0_g11668 = shaderPosition235; + float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r; + float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); + float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); + float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g11668 = rotatedValue136_g11668; + float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r; + float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); + float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); + float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) ); + #else + float2 staticSwitch82 = staticSwitch83; + #endif + #ifdef _ENABLEHOLOGRAM_ON + float temp_output_81_0_g11673 = unity_OrthoParams.y; + float temp_output_8_0_g11673 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11673 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11673 ); + float2 temp_cast_4 = (temp_output_8_0_g11673).xx; + float2 temp_cast_5 = (_HologramDistortionDensity).xx; + float linValue16_g11675 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; + float localMyCustomExpression16_g11675 = MyCustomExpression16_g11675( linValue16_g11675 ); + float clampResult75_g11673 = clamp( localMyCustomExpression16_g11675 , 0.075 , 0.6 ); + float2 temp_cast_6 = (temp_output_8_0_g11673).xx; + float2 temp_cast_7 = (_HologramDistortionScale).xx; + float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; + float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); + float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float hologramFade182 = _HologramFade; + float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0)); + float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); + #else + float2 staticSwitch59 = staticSwitch82; + #endif + #ifdef _ENABLEGLITCH_ON + float2 temp_output_18_0_g11671 = shaderPosition235; + float2 glitchPosition154 = temp_output_18_0_g11671; + float linValue16_g11778 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; + float localMyCustomExpression16_g11778 = MyCustomExpression16_g11778( linValue16_g11778 ); + float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; + float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); + float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade ); + float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11778 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); + #else + float2 staticSwitch62 = staticSwitch59; + #endif + float2 temp_output_1_0_g11779 = staticSwitch62; + float2 temp_output_26_0_g11779 = shaderPosition235; + float temp_output_25_0_g11779 = shaderTime237; + #ifdef _ENABLEUVDISTORT_ON + float linValue16_g11789 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11779 + ( _UVDistortSpeed * temp_output_25_0_g11779 ) ) * _UVDistortNoiseScale ) ).r; + float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); + float2 lerpResult21_g11786 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11789); + float2 appendResult2_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; + float4 tex2DNode3_g11787 = tex2D( _UVDistortMask, uv_UVDistortMask ); + #ifdef _UVDISTORTMASKTOGGLE_ON + float staticSwitch29_g11786 = ( _UVDistortFade * ( tex2DNode3_g11787.r * tex2DNode3_g11787.a ) ); + #else + float staticSwitch29_g11786 = _UVDistortFade; + #endif + float2 staticSwitch5_g11779 = ( temp_output_1_0_g11779 + ( lerpResult21_g11786 * ( 100.0 / appendResult2_g11788 ) * staticSwitch29_g11786 ) ); + #else + float2 staticSwitch5_g11779 = temp_output_1_0_g11779; + #endif + #ifdef _ENABLESQUEEZE_ON + float2 temp_output_1_0_g11785 = staticSwitch5_g11779; + float2 staticSwitch7_g11779 = ( temp_output_1_0_g11785 + ( ( temp_output_1_0_g11785 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11785 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); + #else + float2 staticSwitch7_g11779 = staticSwitch5_g11779; + #endif + #ifdef _ENABLESINEROTATE_ON + float3 rotatedValue36_g11784 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11779 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11779 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); + float2 staticSwitch9_g11779 = (rotatedValue36_g11784).xy; + #else + float2 staticSwitch9_g11779 = staticSwitch7_g11779; + #endif + #ifdef _ENABLEUVROTATE_ON + float3 rotatedValue8_g11783 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11779 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11779 * _UVRotateSpeed * UNITY_PI ) ); + float2 staticSwitch16_g11779 = (rotatedValue8_g11783).xy; + #else + float2 staticSwitch16_g11779 = staticSwitch9_g11779; + #endif + #ifdef _ENABLEUVSCROLL_ON + float2 staticSwitch14_g11779 = ( ( _UVScrollSpeed * temp_output_25_0_g11779 ) + staticSwitch16_g11779 ); + #else + float2 staticSwitch14_g11779 = staticSwitch16_g11779; + #endif + #ifdef _ENABLEPIXELATE_ON + float2 appendResult35_g11781 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 MultFactor30_g11781 = ( ( _PixelatePixelDensity * ( appendResult35_g11781 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); + float2 clampResult46_g11781 = clamp( ( floor( ( MultFactor30_g11781 * ( staticSwitch14_g11779 + ( float2( 0.5,0.5 ) / MultFactor30_g11781 ) ) ) ) / MultFactor30_g11781 ) , float2( 0,0 ) , float2( 1,1 ) ); + float2 staticSwitch4_g11779 = clampResult46_g11781; + #else + float2 staticSwitch4_g11779 = staticSwitch14_g11779; + #endif + #ifdef _ENABLEUVSCALE_ON + float2 staticSwitch24_g11779 = ( ( ( staticSwitch4_g11779 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); + #else + float2 staticSwitch24_g11779 = staticSwitch4_g11779; + #endif + float2 temp_output_1_0_g11790 = staticSwitch24_g11779; + #ifdef _ENABLEWIGGLE_ON + float temp_output_7_0_g11790 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11779.y + ( _WiggleSpeed * temp_output_25_0_g11779 ) ) ) ) * _WiggleOffset * _WiggleFade ); + #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON + float staticSwitch18_g11790 = ( temp_output_7_0_g11790 * temp_output_1_0_g11790.y ); + #else + float staticSwitch18_g11790 = temp_output_7_0_g11790; + #endif + float2 appendResult12_g11790 = (float2(staticSwitch18_g11790 , 0.0)); + float2 staticSwitch13_g11790 = ( temp_output_1_0_g11790 + appendResult12_g11790 ); + #else + float2 staticSwitch13_g11790 = temp_output_1_0_g11790; + #endif + float2 temp_output_484_0 = staticSwitch13_g11790; + float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); +#ifdef _SHADERFADING_MASK + float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; + #endif +#ifdef _SHADERFADING_MASK + float4 tex2DNode3_g11776 = tex2D( _FadingMask, uv_FadingMask ); + #endif + float temp_output_4_0_g11774 = max( _FadingWidth , 0.001 ); + float linValue16_g11775 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11775 = MyCustomExpression16_g11775( linValue16_g11775 ); + float clampResult14_g11774 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11774 ) ) - localMyCustomExpression16_g11775 ) / temp_output_4_0_g11774 ) , 0.0 , 1.0 ); + float2 temp_output_27_0_g11772 = shaderPosition235; + float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11772 * _FadingNoiseScale ) ).r; + float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); +#ifdef _SHADERFADING_SPREAD + float clampResult3_g11772 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11772 ) + ( localMyCustomExpression16_g11773 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); + #endif + #if defined( _SHADERFADING_NONE ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_FULL ) + float staticSwitch139 = _FadingFade; + #elif defined( _SHADERFADING_MASK ) + float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11776.r * tex2DNode3_g11776.a ) ); + #elif defined( _SHADERFADING_DISSOLVE ) + float staticSwitch139 = clampResult14_g11774; + #elif defined( _SHADERFADING_SPREAD ) + float staticSwitch139 = clampResult3_g11772; + #else + float staticSwitch139 = _FadingFade; + #endif + float fullFade123 = staticSwitch139; + float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float2 staticSwitch145 = temp_output_484_0; + #elif defined( _SHADERFADING_FULL ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_MASK ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_DISSOLVE ) + float2 staticSwitch145 = lerpResult130; + #elif defined( _SHADERFADING_SPREAD ) + float2 staticSwitch145 = lerpResult130; + #else + float2 staticSwitch145 = temp_output_484_0; + #endif + #ifdef _TILINGFIX_ON + float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + #else + float2 staticSwitch485 = staticSwitch145; + #endif + #ifdef _SPRITESHEETFIX_ON + float2 break14_g11791 = staticSwitch485; + float2 break11_g11791 = float2( 0,0 ); + float2 break10_g11791 = float2( 1,1 ); + float2 break9_g11791 = spriteRectMin376; + float2 break8_g11791 = spriteRectMax377; + float2 appendResult15_g11791 = (float2((break9_g11791.x + (break14_g11791.x - break11_g11791.x) * (break8_g11791.x - break9_g11791.x) / (break10_g11791.x - break11_g11791.x)) , (break9_g11791.y + (break14_g11791.y - break11_g11791.y) * (break8_g11791.y - break9_g11791.y) / (break10_g11791.y - break11_g11791.y)))); + float2 staticSwitch371 = min( max( appendResult15_g11791 , spriteRectMin376 ) , spriteRectMax377 ); + #else + float2 staticSwitch371 = staticSwitch485; + #endif + #ifdef _PIXELPERFECTUV_ON + float2 appendResult7_g11792 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11792 ) ) / appendResult7_g11792 ) ); + #else + float2 staticSwitch427 = staticSwitch371; + #endif + float2 finalUV146 = staticSwitch427; + float2 temp_output_1_0_g11874 = finalUV146; + #ifdef _ENABLESMOOTHPIXELART_ON + sampler2D tex3_g11875 = _MainTex; + float4 textureTexelSize3_g11875 = _MainTex_TexelSize; + float2 uvs3_g11875 = temp_output_1_0_g11874; + float4 localtexturePointSmooth3_g11875 = texturePointSmooth( tex3_g11875 , textureTexelSize3_g11875 , uvs3_g11875 ); + float4 staticSwitch8_g11874 = localtexturePointSmooth3_g11875; + #else + float4 staticSwitch8_g11874 = tex2D( _MainTex, temp_output_1_0_g11874 ); + #endif + #ifdef _ENABLEGAUSSIANBLUR_ON + float temp_output_10_0_g11876 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); + float temp_output_2_0_g11886 = temp_output_10_0_g11876; + float2 appendResult16_g11886 = (float2(temp_output_2_0_g11886 , 0.0)); + float2 appendResult25_g11888 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11888 = ( appendResult16_g11886 * appendResult25_g11888 ); + float2 temp_output_7_0_g11876 = temp_output_1_0_g11874; + float2 temp_output_1_0_g11886 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( 1,1 ) ) ); + float2 temp_output_1_0_g11888 = temp_output_1_0_g11886; + float2 appendResult17_g11886 = (float2(0.0 , temp_output_2_0_g11886)); + float2 appendResult25_g11887 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11887 = ( appendResult17_g11886 * appendResult25_g11887 ); + float2 temp_output_1_0_g11887 = temp_output_1_0_g11886; + float temp_output_2_0_g11877 = temp_output_10_0_g11876; + float2 appendResult16_g11877 = (float2(temp_output_2_0_g11877 , 0.0)); + float2 appendResult25_g11879 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11879 = ( appendResult16_g11877 * appendResult25_g11879 ); + float2 temp_output_1_0_g11877 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( -1,1 ) ) ); + float2 temp_output_1_0_g11879 = temp_output_1_0_g11877; + float2 appendResult17_g11877 = (float2(0.0 , temp_output_2_0_g11877)); + float2 appendResult25_g11878 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11878 = ( appendResult17_g11877 * appendResult25_g11878 ); + float2 temp_output_1_0_g11878 = temp_output_1_0_g11877; + float temp_output_2_0_g11883 = temp_output_10_0_g11876; + float2 appendResult16_g11883 = (float2(temp_output_2_0_g11883 , 0.0)); + float2 appendResult25_g11885 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11885 = ( appendResult16_g11883 * appendResult25_g11885 ); + float2 temp_output_1_0_g11883 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( -1,-1 ) ) ); + float2 temp_output_1_0_g11885 = temp_output_1_0_g11883; + float2 appendResult17_g11883 = (float2(0.0 , temp_output_2_0_g11883)); + float2 appendResult25_g11884 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11884 = ( appendResult17_g11883 * appendResult25_g11884 ); + float2 temp_output_1_0_g11884 = temp_output_1_0_g11883; + float temp_output_2_0_g11880 = temp_output_10_0_g11876; + float2 appendResult16_g11880 = (float2(temp_output_2_0_g11880 , 0.0)); + float2 appendResult25_g11882 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11882 = ( appendResult16_g11880 * appendResult25_g11882 ); + float2 temp_output_1_0_g11880 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( 1,-1 ) ) ); + float2 temp_output_1_0_g11882 = temp_output_1_0_g11880; + float2 appendResult17_g11880 = (float2(0.0 , temp_output_2_0_g11880)); + float2 appendResult25_g11881 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11881 = ( appendResult17_g11880 * appendResult25_g11881 ); + float2 temp_output_1_0_g11881 = temp_output_1_0_g11880; + float4 staticSwitch3_g11874 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11888 + temp_output_1_0_g11888 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11888 + temp_output_1_0_g11888 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11887 + temp_output_1_0_g11887 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11887 + temp_output_1_0_g11887 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11879 + temp_output_1_0_g11879 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11879 + temp_output_1_0_g11879 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11878 + temp_output_1_0_g11878 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11878 + temp_output_1_0_g11878 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11885 + temp_output_1_0_g11885 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11885 + temp_output_1_0_g11885 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11884 + temp_output_1_0_g11884 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11884 + temp_output_1_0_g11884 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11882 + temp_output_1_0_g11882 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11882 + temp_output_1_0_g11882 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11881 + temp_output_1_0_g11881 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11881 + temp_output_1_0_g11881 ) ) ) ) ) * 0.0625 ); + #else + float4 staticSwitch3_g11874 = staticSwitch8_g11874; + #endif + #ifdef _ENABLESHARPEN_ON + float2 temp_output_1_0_g11889 = temp_output_1_0_g11874; + float4 tex2DNode4_g11889 = tex2D( _MainTex, temp_output_1_0_g11889 ); + float temp_output_2_0_g11890 = _SharpenOffset; + float2 appendResult16_g11890 = (float2(temp_output_2_0_g11890 , 0.0)); + float2 appendResult25_g11892 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11892 = ( appendResult16_g11890 * appendResult25_g11892 ); + float2 temp_output_1_0_g11890 = temp_output_1_0_g11889; + float2 temp_output_1_0_g11892 = temp_output_1_0_g11890; + float2 appendResult17_g11890 = (float2(0.0 , temp_output_2_0_g11890)); + float2 appendResult25_g11891 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); + float2 temp_output_26_0_g11891 = ( appendResult17_g11890 * appendResult25_g11891 ); + float2 temp_output_1_0_g11891 = temp_output_1_0_g11890; + float4 break22_g11889 = ( tex2DNode4_g11889 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11892 + temp_output_1_0_g11892 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11892 + temp_output_1_0_g11892 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11891 + temp_output_1_0_g11891 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11891 + temp_output_1_0_g11891 ) ) ) ) / 4.0 ) - tex2DNode4_g11889 ) * ( _SharpenFactor * _SharpenFade ) ) ); + float clampResult23_g11889 = clamp( break22_g11889.a , 0.0 , 1.0 ); + float4 appendResult24_g11889 = (float4(break22_g11889.r , break22_g11889.g , break22_g11889.b , clampResult23_g11889)); + float4 staticSwitch12_g11874 = appendResult24_g11889; + #else + float4 staticSwitch12_g11874 = staticSwitch3_g11874; + #endif + float4 temp_output_489_0 = staticSwitch12_g11874; + #ifdef _VERTEXTINTFIRST_ON + float4 temp_output_1_0_g11893 = temp_output_489_0; + float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.color).rgb ) , temp_output_1_0_g11893.a)); + float4 staticSwitch354 = appendResult8_g11893; + #else + float4 staticSwitch354 = temp_output_489_0; + #endif + float4 originalColor191 = staticSwitch354; + float4 temp_output_1_0_g11894 = originalColor191; + float4 temp_output_1_0_g11895 = temp_output_1_0_g11894; + float2 temp_output_7_0_g11894 = finalUV146; + #ifdef _ENABLESMOKE_ON + float2 temp_output_43_0_g11895 = temp_output_7_0_g11894; + float2 temp_cast_15 = (_SmokeNoiseScale).xx; + float linValue16_g11896 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11895 ) * temp_cast_15 ) ).r; + float localMyCustomExpression16_g11896 = MyCustomExpression16_g11896( linValue16_g11896 ); + float clampResult28_g11895 = clamp( ( ( ( localMyCustomExpression16_g11896 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11895 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); + float3 lerpResult34_g11895 = lerp( (temp_output_1_0_g11895).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11895 ) * _SmokeDarkEdge )); + float4 appendResult31_g11895 = (float4(lerpResult34_g11895 , ( clampResult28_g11895 * _SmokeAlpha * temp_output_1_0_g11895.a ))); + float4 staticSwitch2_g11894 = appendResult31_g11895; + #else + float4 staticSwitch2_g11894 = temp_output_1_0_g11894; + #endif + #ifdef _ENABLECUSTOMFADE_ON + float4 temp_output_1_0_g11897 = staticSwitch2_g11894; + float2 temp_output_57_0_g11897 = temp_output_7_0_g11894; + float4 tex2DNode3_g11897 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11897 ); + float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11897 * _CustomFadeNoiseScale ) ).r; + float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 ); + float clampResult37_g11897 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11897.r + ( localMyCustomExpression16_g11898 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); + float4 appendResult13_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * pow( clampResult37_g11897 , ( _CustomFadeSmoothness / max( tex2DNode3_g11897.r , 0.05 ) ) ) * _CustomFadeAlpha ))); + float4 staticSwitch3_g11894 = appendResult13_g11897; + #else + float4 staticSwitch3_g11894 = staticSwitch2_g11894; + #endif + float4 temp_output_1_0_g11899 = staticSwitch3_g11894; + #ifdef _ENABLECHECKERBOARD_ON + float4 temp_output_1_0_g11900 = temp_output_1_0_g11899; + float2 appendResult4_g11900 = (float2(ase_positionWS.x , ase_positionWS.y)); + float2 temp_output_44_0_g11900 = ( appendResult4_g11900 * _CheckerboardTiling * 0.5 ); + float2 break12_g11900 = step( ( ceil( temp_output_44_0_g11900 ) - temp_output_44_0_g11900 ) , float2( 0.5,0.5 ) ); + float4 appendResult42_g11900 = (float4(( (temp_output_1_0_g11900).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11900.x + break12_g11900.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11900.a)); + float4 staticSwitch2_g11899 = appendResult42_g11900; + #else + float4 staticSwitch2_g11899 = temp_output_1_0_g11899; + #endif + #ifdef _ENABLEFLAME_ON + float2 temp_output_75_0_g11901 = finalUV146; + float linValue16_g11902 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11901 ) * _FlameNoiseScale ) ).r; + float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 ); + float saferPower57_g11901 = abs( max( ( temp_output_75_0_g11901.y - 0.2 ) , 0.0 ) ); + float temp_output_47_0_g11901 = max( _FlameRadius , 0.01 ); + float clampResult70_g11901 = clamp( ( ( ( localMyCustomExpression16_g11902 * pow( saferPower57_g11901 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11901 - distance( temp_output_75_0_g11901 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11901 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); + float temp_output_63_0_g11901 = ( clampResult70_g11901 * _FlameBrightness ); + float4 appendResult31_g11901 = (float4(temp_output_63_0_g11901 , temp_output_63_0_g11901 , temp_output_63_0_g11901 , clampResult70_g11901)); + float4 staticSwitch6_g11899 = ( appendResult31_g11901 * staticSwitch2_g11899 ); + #else + float4 staticSwitch6_g11899 = staticSwitch2_g11899; + #endif + float4 temp_output_3_0_g12026 = staticSwitch6_g11899; + float4 temp_output_1_0_g12058 = temp_output_3_0_g12026; + float4 appendResult91_g12058 = (float4((temp_output_1_0_g12058).rgb , 1.0)); + float2 temp_output_1_0_g12026 = finalUV146; + #ifdef _ENABLERECOLORRGB_ON + #ifdef _RECOLORRGBTEXTURETOGGLE_ON + float4 staticSwitch81_g12058 = tex2D( _RecolorRGBTexture, temp_output_1_0_g12026 ); + #else + float4 staticSwitch81_g12058 = appendResult91_g12058; + #endif + float3 break82_g12058 = (staticSwitch81_g12058).xyz; + float temp_output_84_0_g12058 = max( ( break82_g12058.x + break82_g12058.y + break82_g12058.z ) , 0.001 ); + float4 break71_g12058 = ( ( _RecolorRGBRedTint * ( break82_g12058.x / temp_output_84_0_g12058 ) ) + ( _RecolorRGBGreenTint * ( break82_g12058.y / temp_output_84_0_g12058 ) ) + ( ( break82_g12058.z / temp_output_84_0_g12058 ) * _RecolorRGBBlueTint ) ); + float3 appendResult56_g12058 = (float3(break71_g12058.r , break71_g12058.g , break71_g12058.b)); + float4 break2_g12059 = temp_output_1_0_g12058; + float saferPower57_g12058 = abs( ( ( break2_g12059.x + break2_g12059.x + break2_g12059.y + break2_g12059.y + break2_g12059.y + break2_g12059.z ) / 6.0 ) ); + float3 lerpResult26_g12058 = lerp( (temp_output_1_0_g12058).rgb , ( appendResult56_g12058 * pow( saferPower57_g12058 , ( max( break71_g12058.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g12058.w * _RecolorRGBFade )); + float4 appendResult30_g12058 = (float4(lerpResult26_g12058 , temp_output_1_0_g12058.a)); + float4 staticSwitch43_g12026 = appendResult30_g12058; + #else + float4 staticSwitch43_g12026 = temp_output_3_0_g12026; + #endif + #ifdef _ENABLERECOLORRGBYCP_ON + float4 temp_output_1_0_g12056 = staticSwitch43_g12026; + #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON + float4 staticSwitch62_g12056 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g12026 ); + #else + float4 staticSwitch62_g12056 = temp_output_1_0_g12056; + #endif + float3 hsvTorgb33_g12056 = RGBToHSV( staticSwitch62_g12056.rgb ); + float temp_output_43_0_g12056 = ( ( hsvTorgb33_g12056.x + 0.08333334 ) % 1.0 ); + float4 ifLocalVar46_g12056 = 0; + if( temp_output_43_0_g12056 >= 0.8333333 ) + ifLocalVar46_g12056 = _RecolorRGBYCPPurpleTint; + else + ifLocalVar46_g12056 = _RecolorRGBYCPBlueTint; + float4 ifLocalVar44_g12056 = 0; + if( temp_output_43_0_g12056 <= 0.6666667 ) + ifLocalVar44_g12056 = _RecolorRGBYCPCyanTint; + else + ifLocalVar44_g12056 = ifLocalVar46_g12056; + float4 ifLocalVar47_g12056 = 0; + if( temp_output_43_0_g12056 <= 0.3333333 ) + ifLocalVar47_g12056 = _RecolorRGBYCPYellowTint; + else + ifLocalVar47_g12056 = _RecolorRGBYCPGreenTint; + float4 ifLocalVar45_g12056 = 0; + if( temp_output_43_0_g12056 <= 0.1666667 ) + ifLocalVar45_g12056 = _RecolorRGBYCPRedTint; + else + ifLocalVar45_g12056 = ifLocalVar47_g12056; + float4 ifLocalVar35_g12056 = 0; + if( temp_output_43_0_g12056 >= 0.5 ) + ifLocalVar35_g12056 = ifLocalVar44_g12056; + else + ifLocalVar35_g12056 = ifLocalVar45_g12056; + float4 break55_g12056 = ifLocalVar35_g12056; + float3 appendResult56_g12056 = (float3(break55_g12056.r , break55_g12056.g , break55_g12056.b)); + float4 break2_g12057 = temp_output_1_0_g12056; + float saferPower57_g12056 = abs( ( ( break2_g12057.x + break2_g12057.x + break2_g12057.y + break2_g12057.y + break2_g12057.y + break2_g12057.z ) / 6.0 ) ); + float3 lerpResult26_g12056 = lerp( (temp_output_1_0_g12056).rgb , ( appendResult56_g12056 * pow( saferPower57_g12056 , max( ( break55_g12056.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g12056.z * _RecolorRGBYCPFade )); + float4 appendResult30_g12056 = (float4(lerpResult26_g12056 , temp_output_1_0_g12056.a)); + float4 staticSwitch9_g12026 = appendResult30_g12056; + #else + float4 staticSwitch9_g12026 = staticSwitch43_g12026; + #endif + #ifdef _ENABLECOLORREPLACE_ON + float4 temp_output_1_0_g12030 = staticSwitch9_g12026; + float3 temp_output_2_0_g12030 = (temp_output_1_0_g12030).rgb; + float3 In115_g12030 = temp_output_2_0_g12030; + float3 From115_g12030 = (_ColorReplaceFromColor).rgb; + float4 break2_g12031 = temp_output_1_0_g12030; + float3 To115_g12030 = ( pow( max( ( ( break2_g12031.x + break2_g12031.x + break2_g12031.y + break2_g12031.y + break2_g12031.y + break2_g12031.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); + float Fuzziness115_g12030 = _ColorReplaceSmoothness; + float Range115_g12030 = _ColorReplaceRange; + float3 localMyCustomExpression115_g12030 = MyCustomExpression115_g12030( In115_g12030 , From115_g12030 , To115_g12030 , Fuzziness115_g12030 , Range115_g12030 ); + float3 lerpResult112_g12030 = lerp( temp_output_2_0_g12030 , localMyCustomExpression115_g12030 , _ColorReplaceFade); + float4 appendResult4_g12030 = (float4(lerpResult112_g12030 , temp_output_1_0_g12030.a)); + float4 staticSwitch29_g12026 = appendResult4_g12030; + #else + float4 staticSwitch29_g12026 = staticSwitch9_g12026; + #endif + float4 temp_output_1_0_g12043 = staticSwitch29_g12026; + #ifdef _ENABLENEGATIVE_ON + float3 temp_output_9_0_g12043 = (temp_output_1_0_g12043).rgb; + float3 lerpResult3_g12043 = lerp( temp_output_9_0_g12043 , ( 1.0 - temp_output_9_0_g12043 ) , _NegativeFade); + float4 appendResult8_g12043 = (float4(lerpResult3_g12043 , temp_output_1_0_g12043.a)); + float4 staticSwitch4_g12043 = appendResult8_g12043; + #else + float4 staticSwitch4_g12043 = temp_output_1_0_g12043; + #endif + float4 temp_output_57_0_g12026 = staticSwitch4_g12043; + #ifdef _ENABLECONTRAST_ON + float4 temp_output_1_0_g12066 = temp_output_57_0_g12026; + float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; + float4 appendResult4_g12066 = (float4(pow( max( (temp_output_1_0_g12066).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g12066.a)); + float4 staticSwitch32_g12026 = appendResult4_g12066; + #else + float4 staticSwitch32_g12026 = temp_output_57_0_g12026; + #endif + #ifdef _ENABLEBRIGHTNESS_ON + float4 temp_output_2_0_g12041 = staticSwitch32_g12026; + float4 appendResult6_g12041 = (float4(( (temp_output_2_0_g12041).rgb * _Brightness ) , temp_output_2_0_g12041.a)); + float4 staticSwitch33_g12026 = appendResult6_g12041; + #else + float4 staticSwitch33_g12026 = staticSwitch32_g12026; + #endif + #ifdef _ENABLEHUE_ON + float4 temp_output_2_0_g12042 = staticSwitch33_g12026; + float3 hsvTorgb1_g12042 = RGBToHSV( temp_output_2_0_g12042.rgb ); + float3 hsvTorgb3_g12042 = HSVToRGB( float3(( hsvTorgb1_g12042.x + _Hue ),hsvTorgb1_g12042.y,hsvTorgb1_g12042.z) ); + float4 appendResult8_g12042 = (float4(hsvTorgb3_g12042 , temp_output_2_0_g12042.a)); + float4 staticSwitch36_g12026 = appendResult8_g12042; + #else + float4 staticSwitch36_g12026 = staticSwitch33_g12026; + #endif + #ifdef _ENABLESPLITTONING_ON + float4 temp_output_1_0_g12060 = staticSwitch36_g12026; + float4 break2_g12061 = temp_output_1_0_g12060; + float temp_output_3_0_g12060 = ( ( break2_g12061.x + break2_g12061.x + break2_g12061.y + break2_g12061.y + break2_g12061.y + break2_g12061.z ) / 6.0 ); + float clampResult25_g12060 = clamp( ( ( ( ( temp_output_3_0_g12060 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); + float3 lerpResult6_g12060 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g12060); + float3 lerpResult11_g12060 = lerp( (temp_output_1_0_g12060).rgb , ( lerpResult6_g12060 * pow( max( temp_output_3_0_g12060 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); + float4 appendResult18_g12060 = (float4(lerpResult11_g12060 , temp_output_1_0_g12060.a)); + float4 staticSwitch30_g12026 = appendResult18_g12060; + #else + float4 staticSwitch30_g12026 = staticSwitch36_g12026; + #endif + #ifdef _ENABLEBLACKTINT_ON + float4 temp_output_1_0_g12038 = staticSwitch30_g12026; + float3 temp_output_4_0_g12038 = (temp_output_1_0_g12038).rgb; + float4 break12_g12038 = temp_output_1_0_g12038; + float3 lerpResult7_g12038 = lerp( temp_output_4_0_g12038 , ( temp_output_4_0_g12038 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g12038.r , break12_g12038.g ) , break12_g12038.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); + float3 lerpResult13_g12038 = lerp( temp_output_4_0_g12038 , lerpResult7_g12038 , _BlackTintFade); + float4 appendResult11_g12038 = (float4(lerpResult13_g12038 , break12_g12038.a)); + float4 staticSwitch20_g12026 = appendResult11_g12038; + #else + float4 staticSwitch20_g12026 = staticSwitch30_g12026; + #endif + #ifdef _ENABLEINKSPREAD_ON + float4 temp_output_1_0_g12052 = staticSwitch20_g12026; + float4 break2_g12054 = temp_output_1_0_g12052; + float2 temp_output_65_0_g12052 = shaderPosition235; + float linValue16_g12053 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g12052 * _InkSpreadNoiseScale ) ).r; + float localMyCustomExpression16_g12053 = MyCustomExpression16_g12053( linValue16_g12053 ); + float clampResult53_g12052 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g12052 ) ) + ( localMyCustomExpression16_g12053 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); + float3 lerpResult7_g12052 = lerp( (temp_output_1_0_g12052).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g12054.x + break2_g12054.x + break2_g12054.y + break2_g12054.y + break2_g12054.y + break2_g12054.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g12052 )); + float4 appendResult9_g12052 = (float4(lerpResult7_g12052 , (temp_output_1_0_g12052).a)); + float4 staticSwitch17_g12026 = appendResult9_g12052; + #else + float4 staticSwitch17_g12026 = staticSwitch20_g12026; + #endif + float temp_output_39_0_g12026 = shaderTime237; + #ifdef _ENABLESHIFTHUE_ON + float4 temp_output_1_0_g12044 = staticSwitch17_g12026; + float3 hsvTorgb15_g12044 = RGBToHSV( (temp_output_1_0_g12044).rgb ); + float3 hsvTorgb19_g12044 = HSVToRGB( float3(( ( temp_output_39_0_g12026 * _ShiftHueSpeed ) + hsvTorgb15_g12044.x ),hsvTorgb15_g12044.y,hsvTorgb15_g12044.z) ); + float4 appendResult6_g12044 = (float4(hsvTorgb19_g12044 , temp_output_1_0_g12044.a)); + float4 staticSwitch19_g12026 = appendResult6_g12044; + #else + float4 staticSwitch19_g12026 = staticSwitch17_g12026; + #endif + #ifdef _ENABLEADDHUE_ON + float3 hsvTorgb19_g12048 = HSVToRGB( float3(( ( temp_output_39_0_g12026 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); + float4 temp_output_1_0_g12048 = staticSwitch19_g12026; + float4 break2_g12050 = temp_output_1_0_g12048; + float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; + float4 tex2DNode3_g12049 = tex2D( _AddHueMask, uv_AddHueMask ); + #ifdef _ADDHUEMASKTOGGLE_ON + float staticSwitch33_g12048 = ( _AddHueFade * ( tex2DNode3_g12049.r * tex2DNode3_g12049.a ) ); + #else + float staticSwitch33_g12048 = _AddHueFade; + #endif + float4 appendResult6_g12048 = (float4(( ( hsvTorgb19_g12048 * pow( max( ( ( break2_g12050.x + break2_g12050.x + break2_g12050.y + break2_g12050.y + break2_g12050.y + break2_g12050.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g12048 ) + (temp_output_1_0_g12048).rgb ) , temp_output_1_0_g12048.a)); + float4 staticSwitch23_g12026 = appendResult6_g12048; + #else + float4 staticSwitch23_g12026 = staticSwitch19_g12026; + #endif + #ifdef _ENABLESINEGLOW_ON + float4 temp_output_1_0_g12045 = staticSwitch23_g12026; + float4 break2_g12046 = temp_output_1_0_g12045; + float3 temp_output_13_0_g12045 = (_SineGlowColor).rgb; + float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; + float4 tex2DNode30_g12045 = tex2D( _SineGlowMask, uv_SineGlowMask ); + #ifdef _SINEGLOWMASKTOGGLE_ON + float3 staticSwitch27_g12045 = ( (tex2DNode30_g12045).rgb * temp_output_13_0_g12045 * tex2DNode30_g12045.a ); + #else + float3 staticSwitch27_g12045 = temp_output_13_0_g12045; + #endif + float4 appendResult21_g12045 = (float4(( (temp_output_1_0_g12045).rgb + ( pow( max( ( ( break2_g12046.x + break2_g12046.x + break2_g12046.y + break2_g12046.y + break2_g12046.y + break2_g12046.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g12045 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g12026 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g12045.a)); + float4 staticSwitch28_g12026 = appendResult21_g12045; + #else + float4 staticSwitch28_g12026 = staticSwitch23_g12026; + #endif + #ifdef _ENABLESATURATION_ON + float4 temp_output_1_0_g12033 = staticSwitch28_g12026; + float4 break2_g12034 = temp_output_1_0_g12033; + float3 temp_cast_46 = (( ( break2_g12034.x + break2_g12034.x + break2_g12034.y + break2_g12034.y + break2_g12034.y + break2_g12034.z ) / 6.0 )).xxx; + float3 lerpResult5_g12033 = lerp( temp_cast_46 , (temp_output_1_0_g12033).rgb , _Saturation); + float4 appendResult8_g12033 = (float4(lerpResult5_g12033 , temp_output_1_0_g12033.a)); + float4 staticSwitch38_g12026 = appendResult8_g12033; + #else + float4 staticSwitch38_g12026 = staticSwitch28_g12026; + #endif + #ifdef _ENABLEINNEROUTLINE_ON + float4 temp_output_15_0_g12035 = staticSwitch38_g12026; + float3 temp_output_82_0_g12035 = (_InnerOutlineColor).rgb; + float2 temp_output_7_0_g12035 = temp_output_1_0_g12026; + float temp_output_179_0_g12035 = temp_output_39_0_g12026; + #ifdef _INNEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch187_g12035 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g12035 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g12035 ) ) )).rgb * temp_output_82_0_g12035 ); + #else + float3 staticSwitch187_g12035 = temp_output_82_0_g12035; + #endif + float linValue16_g12037 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g12035 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g12035 ) * _InnerOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g12037 = MyCustomExpression16_g12037( linValue16_g12037 ); + #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch169_g12035 = ( ( localMyCustomExpression16_g12037 - 0.5 ) * _InnerOutlineDistortionIntensity ); + #else + float2 staticSwitch169_g12035 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g12035 = ( staticSwitch169_g12035 + temp_output_7_0_g12035 ); + float2 appendResult2_g12036 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g12035 = ( 100.0 / appendResult2_g12036 ); + float temp_output_178_0_g12035 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12035 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) ) ); + float3 lerpResult176_g12035 = lerp( (temp_output_15_0_g12035).rgb , staticSwitch187_g12035 , temp_output_178_0_g12035); + #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch188_g12035 = ( temp_output_178_0_g12035 * temp_output_15_0_g12035.a ); + #else + float staticSwitch188_g12035 = temp_output_15_0_g12035.a; + #endif + float4 appendResult177_g12035 = (float4(lerpResult176_g12035 , staticSwitch188_g12035)); + float4 staticSwitch12_g12026 = appendResult177_g12035; + #else + float4 staticSwitch12_g12026 = staticSwitch38_g12026; + #endif + #ifdef _ENABLEOUTEROUTLINE_ON + float4 temp_output_15_0_g12063 = staticSwitch12_g12026; + float3 temp_output_82_0_g12063 = (_OuterOutlineColor).rgb; + float2 temp_output_7_0_g12063 = temp_output_1_0_g12026; + float temp_output_186_0_g12063 = temp_output_39_0_g12026; + #ifdef _OUTEROUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g12063 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g12063 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g12063 ) ) )).rgb * temp_output_82_0_g12063 ); + #else + float3 staticSwitch199_g12063 = temp_output_82_0_g12063; + #endif + float temp_output_182_0_g12063 = ( ( 1.0 - temp_output_15_0_g12063.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g12063 = 1.0; + #else + float staticSwitch203_g12063 = temp_output_182_0_g12063; + #endif + float3 lerpResult178_g12063 = lerp( (temp_output_15_0_g12063).rgb , staticSwitch199_g12063 , staticSwitch203_g12063); + float3 lerpResult170_g12063 = lerp( lerpResult178_g12063 , staticSwitch199_g12063 , staticSwitch203_g12063); + float linValue16_g12064 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g12063 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g12063 ) * _OuterOutlineNoiseScale ) ).r; + float localMyCustomExpression16_g12064 = MyCustomExpression16_g12064( linValue16_g12064 ); + #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON + float2 staticSwitch157_g12063 = ( ( localMyCustomExpression16_g12064 - 0.5 ) * _OuterOutlineDistortionIntensity ); + #else + float2 staticSwitch157_g12063 = float2( 0,0 ); + #endif + float2 temp_output_131_0_g12063 = ( staticSwitch157_g12063 + temp_output_7_0_g12063 ); + float2 appendResult2_g12065 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_25_0_g12063 = ( 100.0 / appendResult2_g12065 ); + float lerpResult168_g12063 = lerp( temp_output_15_0_g12063.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12063 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); + #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g12063 = ( temp_output_182_0_g12063 * lerpResult168_g12063 ); + #else + float staticSwitch200_g12063 = lerpResult168_g12063; + #endif + float4 appendResult174_g12063 = (float4(lerpResult170_g12063 , staticSwitch200_g12063)); + float4 staticSwitch13_g12026 = appendResult174_g12063; + #else + float4 staticSwitch13_g12026 = staticSwitch12_g12026; + #endif + #ifdef _ENABLEPIXELOUTLINE_ON + float4 temp_output_15_0_g12040 = staticSwitch13_g12026; + float3 temp_output_82_0_g12040 = (_PixelOutlineColor).rgb; + float2 temp_output_7_0_g12040 = temp_output_1_0_g12026; + #ifdef _PIXELOUTLINETEXTURETOGGLE_ON + float3 staticSwitch199_g12040 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g12040 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g12026 ) ) )).rgb * temp_output_82_0_g12040 ); + #else + float3 staticSwitch199_g12040 = temp_output_82_0_g12040; + #endif + float temp_output_213_0_g12040 = ( _PixelOutlineFade * step( temp_output_15_0_g12040.a , _PixelOutlineAlphaLimit ) ); + float temp_output_182_0_g12040 = ( ( 1.0 - temp_output_15_0_g12040.a ) * min( ( temp_output_213_0_g12040 * 3.0 ) , 1.0 ) ); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch203_g12040 = 1.0; + #else + float staticSwitch203_g12040 = temp_output_182_0_g12040; + #endif + float3 lerpResult178_g12040 = lerp( (temp_output_15_0_g12040).rgb , staticSwitch199_g12040 , staticSwitch203_g12040); + float3 lerpResult170_g12040 = lerp( lerpResult178_g12040 , staticSwitch199_g12040 , staticSwitch203_g12040); + float2 appendResult206_g12040 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float2 temp_output_209_0_g12040 = ( float2( 1,1 ) / appendResult206_g12040 ); + float lerpResult168_g12040 = lerp( temp_output_15_0_g12040.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g12040 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g12040 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g12040 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g12040 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g12040); + #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON + float staticSwitch200_g12040 = ( temp_output_182_0_g12040 * lerpResult168_g12040 ); + #else + float staticSwitch200_g12040 = lerpResult168_g12040; + #endif + float4 appendResult174_g12040 = (float4(lerpResult170_g12040 , staticSwitch200_g12040)); + float4 staticSwitch48_g12026 = appendResult174_g12040; + #else + float4 staticSwitch48_g12026 = staticSwitch13_g12026; + #endif + #ifdef _ENABLEPINGPONGGLOW_ON + float3 lerpResult15_g12027 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g12026 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); + float4 temp_output_5_0_g12027 = staticSwitch48_g12026; + float4 break2_g12028 = temp_output_5_0_g12027; + float4 appendResult12_g12027 = (float4(( ( lerpResult15_g12027 * _PingPongGlowFade * pow( max( ( ( break2_g12028.x + break2_g12028.x + break2_g12028.y + break2_g12028.y + break2_g12028.y + break2_g12028.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g12027).rgb ) , temp_output_5_0_g12027.a)); + float4 staticSwitch46_g12026 = appendResult12_g12027; + #else + float4 staticSwitch46_g12026 = staticSwitch48_g12026; + #endif + float4 temp_output_492_0 = staticSwitch46_g12026; + #ifdef _ENABLEHOLOGRAM_ON + float4 temp_output_1_0_g12068 = temp_output_492_0; + float4 break2_g12069 = temp_output_1_0_g12068; + float temp_output_44_0_g12068 = unity_OrthoParams.y; + float4 appendResult22_g12068 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g12069.x + break2_g12069.x + break2_g12069.y + break2_g12069.y + break2_g12069.y + break2_g12069.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g12068 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g12068 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g12068.a ))); + float4 lerpResult37_g12068 = lerp( temp_output_1_0_g12068 , appendResult22_g12068 , hologramFade182); + float4 staticSwitch56 = lerpResult37_g12068; + #else + float4 staticSwitch56 = temp_output_492_0; + #endif + #ifdef _ENABLEGLITCH_ON + float4 temp_output_1_0_g12071 = staticSwitch56; + float4 break2_g12073 = temp_output_1_0_g12071; + float temp_output_34_0_g12071 = shaderTime237; + float linValue16_g12072 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g12071 ) ) * _GlitchNoiseScale ) ).r; + float localMyCustomExpression16_g12072 = MyCustomExpression16_g12072( linValue16_g12072 ); + float3 hsvTorgb3_g12074 = HSVToRGB( float3(( localMyCustomExpression16_g12072 + ( temp_output_34_0_g12071 * _GlitchHueSpeed ) ),1.0,1.0) ); + float3 lerpResult23_g12071 = lerp( (temp_output_1_0_g12071).rgb , ( ( ( break2_g12073.x + break2_g12073.x + break2_g12073.y + break2_g12073.y + break2_g12073.y + break2_g12073.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g12074 ) , glitchFade152); + float4 appendResult27_g12071 = (float4(lerpResult23_g12071 , temp_output_1_0_g12071.a)); + float4 staticSwitch57 = appendResult27_g12071; + #else + float4 staticSwitch57 = staticSwitch56; + #endif + float4 temp_output_3_0_g12075 = staticSwitch57; + float4 temp_output_1_0_g12105 = temp_output_3_0_g12075; + float2 temp_output_41_0_g12075 = shaderPosition235; + float2 temp_output_99_0_g12105 = temp_output_41_0_g12075; + float temp_output_40_0_g12075 = shaderTime237; + #ifdef _ENABLECAMOUFLAGE_ON + float linValue16_g12110 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g12075 * _CamouflageDistortionSpeed ) + temp_output_99_0_g12105 ) * _CamouflageDistortionScale ) ).r; + float localMyCustomExpression16_g12110 = MyCustomExpression16_g12110( linValue16_g12110 ); + #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON + float2 staticSwitch101_g12105 = ( ( ( localMyCustomExpression16_g12110 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g12105 ); + #else + float2 staticSwitch101_g12105 = temp_output_99_0_g12105; + #endif + float linValue16_g12107 = tex2D( _UberNoiseTexture, ( staticSwitch101_g12105 * _CamouflageNoiseScaleA ) ).r; + float localMyCustomExpression16_g12107 = MyCustomExpression16_g12107( linValue16_g12107 ); + float clampResult52_g12105 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g12107 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult55_g12105 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g12105 ) , clampResult52_g12105); + float linValue16_g12109 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g12105 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; + float localMyCustomExpression16_g12109 = MyCustomExpression16_g12109( linValue16_g12109 ); + float clampResult65_g12105 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g12109 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); + float4 lerpResult68_g12105 = lerp( lerpResult55_g12105 , ( _CamouflageColorB * clampResult65_g12105 ) , clampResult65_g12105); + float4 break2_g12108 = temp_output_1_0_g12105; + float3 lerpResult4_g12105 = lerp( (temp_output_1_0_g12105).rgb , ( (lerpResult68_g12105).rgb * pow( max( ( ( break2_g12108.x + break2_g12108.x + break2_g12108.y + break2_g12108.y + break2_g12108.y + break2_g12108.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); + float4 appendResult7_g12105 = (float4(lerpResult4_g12105 , temp_output_1_0_g12105.a)); + float4 staticSwitch26_g12075 = appendResult7_g12105; + #else + float4 staticSwitch26_g12075 = temp_output_3_0_g12075; + #endif + #ifdef _ENABLEMETAL_ON + float4 temp_output_1_0_g12098 = staticSwitch26_g12075; + float temp_output_59_0_g12098 = temp_output_40_0_g12075; + float2 temp_output_58_0_g12098 = temp_output_41_0_g12075; + float linValue16_g12099 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g12098 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g12098 ) * _MetalNoiseDistortionScale ) ).r; + float localMyCustomExpression16_g12099 = MyCustomExpression16_g12099( linValue16_g12099 ); + float linValue16_g12101 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12099 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g12098 * _MetalNoiseSpeed ) + temp_output_58_0_g12098 ) ) * _MetalNoiseScale ) ).r; + float localMyCustomExpression16_g12101 = MyCustomExpression16_g12101( linValue16_g12101 ); + float4 break2_g12100 = temp_output_1_0_g12098; + float temp_output_5_0_g12098 = ( ( break2_g12100.x + break2_g12100.x + break2_g12100.y + break2_g12100.y + break2_g12100.y + break2_g12100.z ) / 6.0 ); + float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; + float4 tex2DNode3_g12103 = tex2D( _MetalMask, uv_MetalMask ); + #ifdef _METALMASKTOGGLE_ON + float staticSwitch60_g12098 = ( _MetalFade * ( tex2DNode3_g12103.r * tex2DNode3_g12103.a ) ); + #else + float staticSwitch60_g12098 = _MetalFade; + #endif + float4 lerpResult45_g12098 = lerp( temp_output_1_0_g12098 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g12101 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g12098 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g12098 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g12098); + float4 appendResult8_g12098 = (float4((lerpResult45_g12098).rgb , (temp_output_1_0_g12098).a)); + float4 staticSwitch28_g12075 = appendResult8_g12098; + #else + float4 staticSwitch28_g12075 = staticSwitch26_g12075; + #endif + #ifdef _ENABLEFROZEN_ON + float4 temp_output_1_0_g12090 = staticSwitch28_g12075; + float4 break2_g12091 = temp_output_1_0_g12090; + float temp_output_7_0_g12090 = ( ( break2_g12091.x + break2_g12091.x + break2_g12091.y + break2_g12091.y + break2_g12091.y + break2_g12091.z ) / 6.0 ); + float2 temp_output_72_0_g12090 = temp_output_41_0_g12075; + float linValue16_g12092 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12090 * _FrozenSnowScale ) ).r; + float localMyCustomExpression16_g12092 = MyCustomExpression16_g12092( linValue16_g12092 ); + float temp_output_73_0_g12090 = temp_output_40_0_g12075; + float linValue16_g12094 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g12090 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g12090 ) * _FrozenHighlightDistortionScale ) ).r; + float localMyCustomExpression16_g12094 = MyCustomExpression16_g12094( linValue16_g12094 ); + float linValue16_g12095 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12094 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g12090 * _FrozenHighlightSpeed ) + temp_output_72_0_g12090 ) ) * _FrozenHighlightScale ) ).r; + float localMyCustomExpression16_g12095 = MyCustomExpression16_g12095( linValue16_g12095 ); + float3 lerpResult57_g12090 = lerp( (temp_output_1_0_g12090).rgb , ( ( pow( max( temp_output_7_0_g12090 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g12090 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g12092 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g12095 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g12090 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); + float4 appendResult26_g12090 = (float4(lerpResult57_g12090 , temp_output_1_0_g12090.a)); + float4 staticSwitch29_g12075 = appendResult26_g12090; + #else + float4 staticSwitch29_g12075 = staticSwitch28_g12075; + #endif + #ifdef _ENABLEBURN_ON + float4 temp_output_1_0_g12084 = staticSwitch29_g12075; + float3 temp_output_28_0_g12084 = (temp_output_1_0_g12084).rgb; + float4 break2_g12088 = float4( temp_output_28_0_g12084 , 0.0 ); + float2 temp_output_72_0_g12084 = temp_output_41_0_g12075; + float linValue16_g12087 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12084 * _BurnSwirlNoiseScale ) ).r; + float localMyCustomExpression16_g12087 = MyCustomExpression16_g12087( linValue16_g12087 ); + float linValue16_g12085 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12087 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g12084 ) * _BurnInsideNoiseScale ) ).r; + float localMyCustomExpression16_g12085 = MyCustomExpression16_g12085( linValue16_g12085 ); + float clampResult68_g12084 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g12085 ) , 0.0 , 1.0 ); + float linValue16_g12086 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12084 * _BurnEdgeNoiseScale ) ).r; + float localMyCustomExpression16_g12086 = MyCustomExpression16_g12086( linValue16_g12086 ); + float temp_output_15_0_g12084 = ( ( ( _BurnRadius - distance( temp_output_72_0_g12084 , _BurnPosition ) ) + ( localMyCustomExpression16_g12086 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); + float clampResult18_g12084 = clamp( temp_output_15_0_g12084 , 0.0 , 1.0 ); + float3 lerpResult29_g12084 = lerp( temp_output_28_0_g12084 , ( pow( max( ( ( break2_g12088.x + break2_g12088.x + break2_g12088.y + break2_g12088.y + break2_g12088.y + break2_g12088.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g12084 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g12084); + float3 lerpResult40_g12084 = lerp( temp_output_28_0_g12084 , ( lerpResult29_g12084 + ( ( step( temp_output_15_0_g12084 , 1.0 ) * step( 0.0 , temp_output_15_0_g12084 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); + float4 appendResult43_g12084 = (float4(lerpResult40_g12084 , temp_output_1_0_g12084.a)); + float4 staticSwitch32_g12075 = appendResult43_g12084; + #else + float4 staticSwitch32_g12075 = staticSwitch29_g12075; + #endif + #ifdef _ENABLERAINBOW_ON + float2 temp_output_42_0_g12080 = temp_output_41_0_g12075; + float linValue16_g12081 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g12080 * _RainbowNoiseScale ) ).r; + float localMyCustomExpression16_g12081 = MyCustomExpression16_g12081( linValue16_g12081 ); + float3 hsvTorgb3_g12083 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g12080 , _RainbowCenter ) + ( localMyCustomExpression16_g12081 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g12075 ) ),1.0,1.0) ); + float3 hsvTorgb36_g12080 = RGBToHSV( hsvTorgb3_g12083 ); + float3 hsvTorgb37_g12080 = HSVToRGB( float3(hsvTorgb36_g12080.x,_RainbowSaturation,( hsvTorgb36_g12080.z * _RainbowBrightness )) ); + float4 temp_output_1_0_g12080 = staticSwitch32_g12075; + float4 break2_g12082 = temp_output_1_0_g12080; + float saferPower24_g12080 = abs( ( ( break2_g12082.x + break2_g12082.x + break2_g12082.y + break2_g12082.y + break2_g12082.y + break2_g12082.z ) / 6.0 ) ); + float4 appendResult29_g12080 = (float4(( ( hsvTorgb37_g12080 * pow( saferPower24_g12080 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g12080).rgb ) , temp_output_1_0_g12080.a)); + float4 staticSwitch34_g12075 = appendResult29_g12080; + #else + float4 staticSwitch34_g12075 = staticSwitch32_g12075; + #endif + #ifdef _ENABLESHINE_ON + float4 temp_output_1_0_g12076 = staticSwitch34_g12075; + float3 temp_output_57_0_g12076 = (temp_output_1_0_g12076).rgb; + float4 break2_g12078 = temp_output_1_0_g12076; + float3 temp_cast_69 = (( ( break2_g12078.x + break2_g12078.x + break2_g12078.y + break2_g12078.y + break2_g12078.y + break2_g12078.z ) / 6.0 )).xxx; + float3 lerpResult92_g12076 = lerp( temp_cast_69 , temp_output_57_0_g12076 , _ShineSaturation); + float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; + float3 rotatedValue69_g12076 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g12075 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); + float temp_output_103_0_g12076 = ( _ShineFrequency * _ShineWidth ); + float clampResult80_g12076 = clamp( ( ( ( sin( ( rotatedValue69_g12076.x - ( temp_output_40_0_g12075 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g12076 ) ) / temp_output_103_0_g12076 ) * _ShineSmooth ) , 0.0 , 1.0 ); + float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; + float4 tex2DNode3_g12077 = tex2D( _ShineMask, uv_ShineMask ); + #ifdef _SHINEMASKTOGGLE_ON + float staticSwitch98_g12076 = ( _ShineFade * ( tex2DNode3_g12077.r * tex2DNode3_g12077.a ) ); + #else + float staticSwitch98_g12076 = _ShineFade; + #endif + float4 appendResult8_g12076 = (float4(( temp_output_57_0_g12076 + ( ( pow( max( lerpResult92_g12076 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g12076 * staticSwitch98_g12076 ) ) , (temp_output_1_0_g12076).a)); + float4 staticSwitch36_g12075 = appendResult8_g12076; + #else + float4 staticSwitch36_g12075 = staticSwitch34_g12075; + #endif + #ifdef _ENABLEPOISON_ON + float temp_output_41_0_g12111 = temp_output_40_0_g12075; + float linValue16_g12113 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g12111 * _PoisonNoiseSpeed ) + temp_output_41_0_g12075 ) * _PoisonNoiseScale ) ).r; + float localMyCustomExpression16_g12113 = MyCustomExpression16_g12113( linValue16_g12113 ); + float3 temp_output_24_0_g12111 = (_PoisonColor).rgb; + float4 temp_output_1_0_g12111 = staticSwitch36_g12075; + float3 temp_output_28_0_g12111 = (temp_output_1_0_g12111).rgb; + float4 break2_g12112 = float4( temp_output_28_0_g12111 , 0.0 ); + float3 lerpResult32_g12111 = lerp( temp_output_28_0_g12111 , ( temp_output_24_0_g12111 * ( ( break2_g12112.x + break2_g12112.x + break2_g12112.y + break2_g12112.y + break2_g12112.y + break2_g12112.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); + float4 appendResult27_g12111 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g12113 + ( temp_output_41_0_g12111 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g12111 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g12111 ) , temp_output_1_0_g12111.a)); + float4 staticSwitch39_g12075 = appendResult27_g12111; + #else + float4 staticSwitch39_g12075 = staticSwitch36_g12075; + #endif + float4 temp_output_10_0_g12115 = staticSwitch39_g12075; + #ifdef _ENABLEENCHANTED_ON + float3 temp_output_12_0_g12115 = (temp_output_10_0_g12115).rgb; + float2 temp_output_2_0_g12115 = temp_output_41_0_g12075; + float temp_output_1_0_g12115 = temp_output_40_0_g12075; + float2 temp_output_6_0_g12115 = ( temp_output_1_0_g12115 * _EnchantedSpeed ); + float linValue16_g12118 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g12115 - ( ( temp_output_6_0_g12115 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g12118 = MyCustomExpression16_g12118( linValue16_g12118 ); + float linValue16_g12116 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g12115 + temp_output_2_0_g12115 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; + float localMyCustomExpression16_g12116 = MyCustomExpression16_g12116( linValue16_g12116 ); + float temp_output_36_0_g12115 = ( localMyCustomExpression16_g12118 + localMyCustomExpression16_g12116 ); + float temp_output_43_0_g12115 = ( temp_output_36_0_g12115 * 0.5 ); + float3 lerpResult42_g12115 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g12115); + float3 hsvTorgb53_g12115 = HSVToRGB( float3(( ( temp_output_43_0_g12115 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g12115 ) ),_EnchantedRainbowSaturation,1.0) ); + #ifdef _ENCHANTEDRAINBOWTOGGLE_ON + float3 staticSwitch50_g12115 = hsvTorgb53_g12115; + #else + float3 staticSwitch50_g12115 = lerpResult42_g12115; + #endif + float4 break2_g12117 = temp_output_10_0_g12115; + float3 temp_output_40_0_g12115 = ( staticSwitch50_g12115 * pow( max( ( ( break2_g12117.x + break2_g12117.x + break2_g12117.y + break2_g12117.y + break2_g12117.y + break2_g12117.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); + float temp_output_45_0_g12115 = ( max( ( temp_output_36_0_g12115 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); + float3 lerpResult44_g12115 = lerp( temp_output_12_0_g12115 , temp_output_40_0_g12115 , temp_output_45_0_g12115); + #ifdef _ENCHANTEDLERPTOGGLE_ON + float3 staticSwitch47_g12115 = lerpResult44_g12115; + #else + float3 staticSwitch47_g12115 = ( temp_output_12_0_g12115 + ( temp_output_40_0_g12115 * temp_output_45_0_g12115 ) ); + #endif + float4 appendResult19_g12115 = (float4(staticSwitch47_g12115 , temp_output_10_0_g12115.a)); + float4 staticSwitch11_g12115 = appendResult19_g12115; + #else + float4 staticSwitch11_g12115 = temp_output_10_0_g12115; + #endif + float4 temp_output_1_0_g12120 = staticSwitch11_g12115; + #ifdef _ENABLESHIFTING_ON + float4 break5_g12120 = temp_output_1_0_g12120; + float3 appendResult32_g12120 = (float3(break5_g12120.r , break5_g12120.g , break5_g12120.b)); + float4 break2_g12121 = temp_output_1_0_g12120; + float temp_output_4_0_g12120 = ( ( break2_g12121.x + break2_g12121.x + break2_g12121.y + break2_g12121.y + break2_g12121.y + break2_g12121.z ) / 6.0 ); + float temp_output_11_0_g12120 = ( ( ( temp_output_4_0_g12120 + ( temp_output_40_0_g12075 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); + float3 lerpResult20_g12120 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g12120 - 0.5 ) ) * 2.0 )); + float3 hsvTorgb12_g12120 = HSVToRGB( float3(temp_output_11_0_g12120,_ShiftingSaturation,_ShiftingBrightness) ); + #ifdef _SHIFTINGRAINBOWTOGGLE_ON + float3 staticSwitch26_g12120 = hsvTorgb12_g12120; + #else + float3 staticSwitch26_g12120 = ( lerpResult20_g12120 * _ShiftingBrightness ); + #endif + float3 lerpResult31_g12120 = lerp( appendResult32_g12120 , ( staticSwitch26_g12120 * pow( max( temp_output_4_0_g12120 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); + float4 appendResult6_g12120 = (float4(lerpResult31_g12120 , break5_g12120.a)); + float4 staticSwitch33_g12120 = appendResult6_g12120; + #else + float4 staticSwitch33_g12120 = temp_output_1_0_g12120; + #endif + float4 temp_output_5_0_g12127 = staticSwitch33_g12120; + #ifdef _ENABLETEXTURELAYER1_ON + float4 break6_g12127 = temp_output_5_0_g12127; + float3 appendResult11_g12127 = (float3(break6_g12127.r , break6_g12127.g , break6_g12127.b)); + float temp_output_27_0_g12127 = temp_output_40_0_g12075; + #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON + float2 staticSwitch73_g12127 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g12127 ) ); + #else + float2 staticSwitch73_g12127 = _TextureLayer1Offset; + #endif + float2 temp_output_72_0_g12127 = ( ( _TextureLayer1Scale * temp_output_41_0_g12075 ) - staticSwitch73_g12127 ); + float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; + float2 UV10_g12128 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g12127 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g12128 = _TextureLayer1Columns; + int Height10_g12128 = _TextureLayer1Rows; + float Tile10_g12128 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g12127 ) + _TextureLayer1StartFrame ) ); + float2 Invert10_g12128 = float2( 0,1 ); + float2 localMyCustomExpression10_g12128 = MyCustomExpression10_g12128( UV10_g12128 , Width10_g12128 , Height10_g12128 , Tile10_g12128 , Invert10_g12128 ); + #ifdef _TEXTURELAYER1SHEETTOGGLE_ON + float2 staticSwitch20_g12127 = localMyCustomExpression10_g12128; + #else + float2 staticSwitch20_g12127 = temp_output_72_0_g12127; + #endif + float4 tex2DNode3_g12127 = tex2D( _TextureLayer1Texture, staticSwitch20_g12127 ); + float3 appendResult13_g12127 = (float3(tex2DNode3_g12127.r , tex2DNode3_g12127.g , tex2DNode3_g12127.b)); + float3 appendResult18_g12127 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); + float3 temp_output_16_0_g12127 = ( appendResult13_g12127 * appendResult18_g12127 ); + float4 break2_g12129 = temp_output_5_0_g12127; + #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON + float3 staticSwitch80_g12127 = ( pow( max( ( ( break2_g12129.x + break2_g12129.x + break2_g12129.y + break2_g12129.y + break2_g12129.y + break2_g12129.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g12127 ); + #else + float3 staticSwitch80_g12127 = temp_output_16_0_g12127; + #endif + float3 lerpResult12_g12127 = lerp( appendResult11_g12127 , staticSwitch80_g12127 , ( tex2DNode3_g12127.a * _TextureLayer1Fade )); + float4 appendResult14_g12127 = (float4(lerpResult12_g12127 , break6_g12127.a)); + float4 staticSwitch15_g12127 = appendResult14_g12127; + #else + float4 staticSwitch15_g12127 = temp_output_5_0_g12127; + #endif + float4 temp_output_5_0_g12123 = staticSwitch15_g12127; + #ifdef _ENABLETEXTURELAYER2_ON + float4 break6_g12123 = temp_output_5_0_g12123; + float3 appendResult11_g12123 = (float3(break6_g12123.r , break6_g12123.g , break6_g12123.b)); + float temp_output_27_0_g12123 = temp_output_40_0_g12075; + #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON + float2 staticSwitch73_g12123 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g12123 ) ); + #else + float2 staticSwitch73_g12123 = _TextureLayer2Offset; + #endif + float2 temp_output_72_0_g12123 = ( ( _TextureLayer2Scale * temp_output_41_0_g12075 ) - staticSwitch73_g12123 ); + float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; + float2 UV10_g12124 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g12123 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); + int Width10_g12124 = _TextureLayer2Columns; + int Height10_g12124 = _TextureLayer2Rows; + float Tile10_g12124 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g12123 ) + _TextureLayer2StartFrame ) ); + float2 Invert10_g12124 = float2( 0,1 ); + float2 localMyCustomExpression10_g12124 = MyCustomExpression10_g12124( UV10_g12124 , Width10_g12124 , Height10_g12124 , Tile10_g12124 , Invert10_g12124 ); + #ifdef _TEXTURELAYER2SHEETTOGGLE_ON + float2 staticSwitch20_g12123 = localMyCustomExpression10_g12124; + #else + float2 staticSwitch20_g12123 = temp_output_72_0_g12123; + #endif + float4 tex2DNode3_g12123 = tex2D( _TextureLayer2Texture, staticSwitch20_g12123 ); + float3 appendResult13_g12123 = (float3(tex2DNode3_g12123.r , tex2DNode3_g12123.g , tex2DNode3_g12123.b)); + float3 appendResult18_g12123 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); + float3 temp_output_16_0_g12123 = ( appendResult13_g12123 * appendResult18_g12123 ); + float4 break2_g12125 = temp_output_5_0_g12123; + #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON + float3 staticSwitch84_g12123 = ( pow( max( ( ( break2_g12125.x + break2_g12125.x + break2_g12125.y + break2_g12125.y + break2_g12125.y + break2_g12125.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g12123 ); + #else + float3 staticSwitch84_g12123 = temp_output_16_0_g12123; + #endif + float3 lerpResult12_g12123 = lerp( appendResult11_g12123 , staticSwitch84_g12123 , ( tex2DNode3_g12123.a * _TextureLayer2Fade )); + float4 appendResult14_g12123 = (float4(lerpResult12_g12123 , break6_g12123.a)); + float4 staticSwitch15_g12123 = appendResult14_g12123; + #else + float4 staticSwitch15_g12123 = temp_output_5_0_g12123; + #endif + float4 temp_output_473_0 = staticSwitch15_g12123; + #ifdef _ENABLEFULLDISTORTION_ON + float4 break4_g12131 = temp_output_473_0; + float fullDistortionAlpha164 = _FullDistortionFade; + float4 appendResult5_g12131 = (float4(break4_g12131.r , break4_g12131.g , break4_g12131.b , ( break4_g12131.a * fullDistortionAlpha164 ))); + float4 staticSwitch77 = appendResult5_g12131; + #else + float4 staticSwitch77 = temp_output_473_0; + #endif + #ifdef _ENABLEDIRECTIONALDISTORTION_ON + float4 break4_g12132 = staticSwitch77; + float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )); + float4 appendResult5_g12132 = (float4(break4_g12132.r , break4_g12132.g , break4_g12132.b , ( break4_g12132.a * directionalDistortionAlpha167 ))); + float4 staticSwitch75 = appendResult5_g12132; + #else + float4 staticSwitch75 = staticSwitch77; + #endif + float4 temp_output_1_0_g12133 = staticSwitch75; + float4 temp_output_1_0_g12134 = temp_output_1_0_g12133; +#ifdef _ENABLEFULLALPHADISSOLVE_ON + float temp_output_53_0_g12134 = max( _FullAlphaDissolveWidth , 0.001 ); + #endif + float2 temp_output_18_0_g12133 = shaderPosition235; + #ifdef _ENABLEFULLALPHADISSOLVE_ON + float linValue16_g12135 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g12133 * _FullAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g12135 = MyCustomExpression16_g12135( linValue16_g12135 ); + float clampResult17_g12134 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g12134 ) ) - localMyCustomExpression16_g12135 ) / temp_output_53_0_g12134 ) , 0.0 , 1.0 ); + float4 appendResult3_g12134 = (float4((temp_output_1_0_g12134).rgb , ( temp_output_1_0_g12134.a * clampResult17_g12134 ))); + float4 staticSwitch3_g12133 = appendResult3_g12134; + #else + float4 staticSwitch3_g12133 = temp_output_1_0_g12133; + #endif + #ifdef _ENABLEFULLGLOWDISSOLVE_ON + float linValue16_g12143 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g12133 * _FullGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g12143 = MyCustomExpression16_g12143( linValue16_g12143 ); + float temp_output_5_0_g12142 = localMyCustomExpression16_g12143; + float temp_output_61_0_g12142 = step( temp_output_5_0_g12142 , _FullGlowDissolveFade ); + float temp_output_53_0_g12142 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); + float4 temp_output_1_0_g12142 = staticSwitch3_g12133; + float4 appendResult3_g12142 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g12142 - step( temp_output_5_0_g12142 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g12142 ) ) - temp_output_53_0_g12142 ) ) ) ) + (temp_output_1_0_g12142).rgb ) , ( temp_output_1_0_g12142.a * temp_output_61_0_g12142 ))); + float4 staticSwitch5_g12133 = appendResult3_g12142; + #else + float4 staticSwitch5_g12133 = staticSwitch3_g12133; + #endif + #ifdef _ENABLESOURCEALPHADISSOLVE_ON + float4 temp_output_1_0_g12144 = staticSwitch5_g12133; + float2 temp_output_76_0_g12144 = temp_output_18_0_g12133; + float linValue16_g12145 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g12144 * _SourceAlphaDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g12145 = MyCustomExpression16_g12145( linValue16_g12145 ); + float clampResult17_g12144 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g12144 ) + ( localMyCustomExpression16_g12145 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g12144 = (float4((temp_output_1_0_g12144).rgb , ( temp_output_1_0_g12144.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g12144 ) ):( clampResult17_g12144 )) ))); + float4 staticSwitch8_g12133 = appendResult3_g12144; + #else + float4 staticSwitch8_g12133 = staticSwitch5_g12133; + #endif + #ifdef _ENABLESOURCEGLOWDISSOLVE_ON + float2 temp_output_90_0_g12140 = temp_output_18_0_g12133; + float linValue16_g12141 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g12140 * _SourceGlowDissolveNoiseScale ) ).r; + float localMyCustomExpression16_g12141 = MyCustomExpression16_g12141( linValue16_g12141 ); + float temp_output_65_0_g12140 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g12140 ) + ( localMyCustomExpression16_g12141 * _SourceGlowDissolveNoiseFactor ) ); + float temp_output_75_0_g12140 = step( temp_output_65_0_g12140 , _SourceGlowDissolveFade ); + float temp_output_76_0_g12140 = step( temp_output_65_0_g12140 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); + float4 temp_output_1_0_g12140 = staticSwitch8_g12133; + float4 appendResult3_g12140 = (float4(( ( max( ( temp_output_75_0_g12140 - temp_output_76_0_g12140 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g12140).rgb ) , ( temp_output_1_0_g12140.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g12140 ) ):( temp_output_75_0_g12140 )) ))); + float4 staticSwitch9_g12133 = appendResult3_g12140; + #else + float4 staticSwitch9_g12133 = staticSwitch8_g12133; + #endif + #ifdef _ENABLEDIRECTIONALALPHAFADE_ON + float4 temp_output_1_0_g12136 = staticSwitch9_g12133; + float2 temp_output_161_0_g12136 = temp_output_18_0_g12133; + float3 rotatedValue136_g12136 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g12136 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g12136 = rotatedValue136_g12136; + float linValue16_g12137 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g12136 * _DirectionalAlphaFadeNoiseScale ) ).r; + float localMyCustomExpression16_g12137 = MyCustomExpression16_g12137( linValue16_g12137 ); + float clampResult154_g12136 = clamp( ( ( break130_g12136.x + break130_g12136.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g12137 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); + float4 appendResult3_g12136 = (float4((temp_output_1_0_g12136).rgb , ( temp_output_1_0_g12136.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g12136 ) ):( clampResult154_g12136 )) ))); + float4 staticSwitch11_g12133 = appendResult3_g12136; + #else + float4 staticSwitch11_g12133 = staticSwitch9_g12133; + #endif + #ifdef _ENABLEDIRECTIONALGLOWFADE_ON + float2 temp_output_171_0_g12138 = temp_output_18_0_g12133; + float3 rotatedValue136_g12138 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g12138 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); + float3 break130_g12138 = rotatedValue136_g12138; + float linValue16_g12139 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g12138 * _DirectionalGlowFadeNoiseScale ) ).r; + float localMyCustomExpression16_g12139 = MyCustomExpression16_g12139( linValue16_g12139 ); + float temp_output_168_0_g12138 = max( ( ( break130_g12138.x + break130_g12138.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g12139 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); + float temp_output_161_0_g12138 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g12138 ) ):( temp_output_168_0_g12138 )) ); + float4 temp_output_1_0_g12138 = staticSwitch11_g12133; + float clampResult154_g12138 = clamp( temp_output_161_0_g12138 , 0.0 , 1.0 ); + float4 appendResult3_g12138 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g12138 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g12138 ) ):( temp_output_168_0_g12138 )) ) ) ) + (temp_output_1_0_g12138).rgb ) , ( temp_output_1_0_g12138.a * clampResult154_g12138 ))); + float4 staticSwitch15_g12133 = appendResult3_g12138; + #else + float4 staticSwitch15_g12133 = staticSwitch11_g12133; + #endif + #ifdef _ENABLEHALFTONE_ON + float4 temp_output_1_0_g12146 = staticSwitch15_g12133; + float2 temp_output_126_0_g12146 = temp_output_18_0_g12133; + float temp_output_121_0_g12146 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g12146 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); + float2 appendResult11_g12147 = (float2(temp_output_121_0_g12146 , temp_output_121_0_g12146)); + float temp_output_17_0_g12147 = length( ( (( ( abs( temp_output_126_0_g12146 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g12147 ) ); + float clampResult17_g12146 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g12147 ) / fwidth( temp_output_17_0_g12147 ) ) ) , 0.0 , 1.0 ); + float4 appendResult3_g12146 = (float4((temp_output_1_0_g12146).rgb , ( temp_output_1_0_g12146.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g12146 ) ):( clampResult17_g12146 )) ))); + float4 staticSwitch13_g12133 = appendResult3_g12146; + #else + float4 staticSwitch13_g12133 = staticSwitch15_g12133; + #endif + #ifdef _ENABLEADDCOLOR_ON + float3 temp_output_3_0_g12149 = (_AddColorColor).rgb; + float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; + float4 tex2DNode19_g12149 = tex2D( _AddColorMask, uv_AddColorMask ); + #ifdef _ADDCOLORMASKTOGGLE_ON + float3 staticSwitch16_g12149 = ( temp_output_3_0_g12149 * ( (tex2DNode19_g12149).rgb * tex2DNode19_g12149.a ) ); + #else + float3 staticSwitch16_g12149 = temp_output_3_0_g12149; + #endif + float4 temp_output_1_0_g12149 = staticSwitch13_g12133; + float4 break2_g12151 = temp_output_1_0_g12149; + #ifdef _ADDCOLORCONTRASTTOGGLE_ON + float3 staticSwitch17_g12149 = ( staticSwitch16_g12149 * pow( max( ( ( break2_g12151.x + break2_g12151.x + break2_g12151.y + break2_g12151.y + break2_g12151.y + break2_g12151.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); + #else + float3 staticSwitch17_g12149 = staticSwitch16_g12149; + #endif + float4 appendResult6_g12149 = (float4(( ( staticSwitch17_g12149 * _AddColorFade ) + (temp_output_1_0_g12149).rgb ) , temp_output_1_0_g12149.a)); + float4 staticSwitch5_g12148 = appendResult6_g12149; + #else + float4 staticSwitch5_g12148 = staticSwitch13_g12133; + #endif + #ifdef _ENABLEALPHATINT_ON + float4 temp_output_1_0_g12152 = staticSwitch5_g12148; + float3 lerpResult4_g12152 = lerp( (temp_output_1_0_g12152).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g12152.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g12152.a ) * _AlphaTintFade )); + float4 appendResult13_g12152 = (float4(lerpResult4_g12152 , temp_output_1_0_g12152.a)); + float4 staticSwitch11_g12148 = appendResult13_g12152; + #else + float4 staticSwitch11_g12148 = staticSwitch5_g12148; + #endif + #ifdef _ENABLESTRONGTINT_ON + float4 temp_output_1_0_g12153 = staticSwitch11_g12148; + float3 temp_output_6_0_g12153 = (_StrongTintTint).rgb; + float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; + float4 tex2DNode23_g12153 = tex2D( _StrongTintMask, uv_StrongTintMask ); + #ifdef _STRONGTINTMASKTOGGLE_ON + float3 staticSwitch21_g12153 = ( temp_output_6_0_g12153 * ( (tex2DNode23_g12153).rgb * tex2DNode23_g12153.a ) ); + #else + float3 staticSwitch21_g12153 = temp_output_6_0_g12153; + #endif + float4 break2_g12155 = temp_output_1_0_g12153; + #ifdef _STRONGTINTCONTRASTTOGGLE_ON + float3 staticSwitch22_g12153 = ( pow( max( ( ( break2_g12155.x + break2_g12155.x + break2_g12155.y + break2_g12155.y + break2_g12155.y + break2_g12155.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g12153 ); + #else + float3 staticSwitch22_g12153 = staticSwitch21_g12153; + #endif + float3 lerpResult7_g12153 = lerp( (temp_output_1_0_g12153).rgb , staticSwitch22_g12153 , _StrongTintFade); + float4 appendResult9_g12153 = (float4(lerpResult7_g12153 , (temp_output_1_0_g12153).a)); + float4 staticSwitch7_g12148 = appendResult9_g12153; + #else + float4 staticSwitch7_g12148 = staticSwitch11_g12148; + #endif + float4 temp_output_2_0_g12156 = staticSwitch7_g12148; + #ifdef _ENABLESHADOW_ON + float4 break4_g12158 = temp_output_2_0_g12156; + float3 appendResult5_g12158 = (float3(break4_g12158.r , break4_g12158.g , break4_g12158.b)); + float2 appendResult2_g12157 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); + float4 appendResult85_g12156 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g12157 ) * _ShadowOffset ) ) ).a ))); + float4 break6_g12158 = appendResult85_g12156; + float3 appendResult7_g12158 = (float3(break6_g12158.r , break6_g12158.g , break6_g12158.b)); + float temp_output_11_0_g12158 = ( ( 1.0 - break4_g12158.a ) * break6_g12158.a ); + float temp_output_32_0_g12158 = ( break4_g12158.a + temp_output_11_0_g12158 ); + float4 appendResult18_g12158 = (float4(( ( ( appendResult5_g12158 * break4_g12158.a ) + ( appendResult7_g12158 * temp_output_11_0_g12158 ) ) * ( 1.0 / max( temp_output_32_0_g12158 , 0.01 ) ) ) , temp_output_32_0_g12158)); + float4 staticSwitch82_g12156 = appendResult18_g12158; + #else + float4 staticSwitch82_g12156 = temp_output_2_0_g12156; + #endif + float4 break4_g12159 = staticSwitch82_g12156; + #ifdef _ENABLECUSTOMFADE_ON + float staticSwitch8_g11894 = 1.0; + #else + float staticSwitch8_g11894 = IN.color.a; + #endif + #ifdef _ENABLESMOKE_ON + float staticSwitch9_g11894 = 1.0; + #else + float staticSwitch9_g11894 = staticSwitch8_g11894; + #endif + float customVertexAlpha193 = staticSwitch9_g11894; + float4 appendResult5_g12159 = (float4(break4_g12159.r , break4_g12159.g , break4_g12159.b , ( break4_g12159.a * customVertexAlpha193 ))); + float4 temp_output_344_0 = appendResult5_g12159; + float4 temp_output_1_0_g12160 = temp_output_344_0; + float4 appendResult8_g12160 = (float4(( (temp_output_1_0_g12160).rgb * (IN.color).rgb ) , temp_output_1_0_g12160.a)); + #ifdef _VERTEXTINTFIRST_ON + float4 staticSwitch342 = temp_output_344_0; + #else + float4 staticSwitch342 = appendResult8_g12160; + #endif + float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); + #if defined( _SHADERFADING_NONE ) + float4 staticSwitch143 = staticSwitch342; + #elif defined( _SHADERFADING_FULL ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_MASK ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_DISSOLVE ) + float4 staticSwitch143 = lerpResult125; + #elif defined( _SHADERFADING_SPREAD ) + float4 staticSwitch143 = lerpResult125; + #else + float4 staticSwitch143 = staticSwitch342; + #endif + float4 temp_output_7_0_g12167 = staticSwitch143; + #ifdef _BAKEDMATERIAL_ON + float4 appendResult2_g12167 = (float4(( (temp_output_7_0_g12167).rgb / max( temp_output_7_0_g12167.a , 1E-05 ) ) , temp_output_7_0_g12167.a)); + float4 staticSwitch6_g12167 = 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UnityEditor.PackageManager; +// using UnityEditor.PackageManager.Requests; +// using UnityEngine; +// +// namespace UISplineRendererEditor +// { +// internal static class DependencyResolver +// { +// static AddRequest splineRequest; +// static AddRequest collectionsRequest; +// static AddRequest mathematicsRequest; +// static AddRequest burstRequest; +// [InitializeOnLoadMethod] +// static void Install() +// { +// bool requested = false; +// #if !ENABLE_SPLINES +// splineRequest = Client.Add("com.unity.splines"); +// requested = true; +// #endif +// #if !ENABLE_COLLECTIONS +// collectionsRequest = Client.Add("com.unity.collections"); +// requested = true; +// #endif +// #if !ENABLE_MATHEMATICS +// mathematicsRequest = Client.Add("com.unity.mathematics"); +// requested = true; +// #endif +// #if !ENABLE_BURST +// burstRequest = Client.Add("com.unity.burst"); +// requested = true; +// #endif +// if(requested) EditorApplication.update += Progress; +// } +// +// static void Progress() +// { +// if(splineRequest != null) PrintResult(splineRequest); +// if(collectionsRequest != null) PrintResult(collectionsRequest); +// if(mathematicsRequest != null) PrintResult(mathematicsRequest); +// if(burstRequest != null) PrintResult(burstRequest); +// +// EditorApplication.update -= Progress; +// } +// +// static void PrintResult(AddRequest request) +// { +// if (request.IsCompleted) +// { +// if (request.Status == StatusCode.Success) +// Debug.Log("Installed: " + request.Result.packageId); +// else if (request.Status >= StatusCode.Failure) +// Debug.Log(request.Error.message); +// } +// } +// } +// } diff --git a/Assets/OtherPlugins/UI Spline Renderer/Editor/DependencyResolver.cs.meta b/Assets/OtherPlugins/UI Spline Renderer/Editor/DependencyResolver.cs.meta new file mode 100644 index 00000000..945e5fb4 --- /dev/null +++ b/Assets/OtherPlugins/UI Spline Renderer/Editor/DependencyResolver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 058e91b96c04792499664dc349852860 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Renderer/Editor/Resources/UISplineRenderer Inspector.uxml.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3d080aacdb57b754ea02423382b3c18e +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRenderer.Editor.asmdef b/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRenderer.Editor.asmdef new file mode 100644 index 00000000..70532f9c --- /dev/null +++ b/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRenderer.Editor.asmdef @@ -0,0 +1,40 @@ +{ + "name": "UISplineRenderer.Editor", + "rootNamespace": "UISplineRendererEditor", + "references": [ + "GUID:21d1eb854b91ade49bc69a263d12bee2", + "GUID:8f24f501fa8e1fb48a03f1d7e6d03db4" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [ + { + "name": "com.unity.splines", + "expression": "", + "define": "ENABLE_SPLINES" + }, + { + "name": "com.unity.collections", + "expression": "", + "define": "ENABLE_COLLECTIONS" + }, + { + "name": "com.unity.mathematics", + "expression": "", + "define": "ENABLE_MATHEMATICS" + }, + { + "name": "com.unity.burst", + "expression": "", + "define": "ENABLE_BURST" + } + ], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRenderer.Editor.asmdef.meta b/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRenderer.Editor.asmdef.meta new file mode 100644 index 00000000..d5969692 --- /dev/null +++ b/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRenderer.Editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ba3c2b61e54e2994595f1bd021287b42 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRendererEditor.cs b/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRendererEditor.cs new file mode 100644 index 00000000..a73e0245 --- /dev/null +++ b/Assets/OtherPlugins/UI Spline Renderer/Editor/UISplineRendererEditor.cs @@ -0,0 +1,583 @@ +using System; +using UI_Spline_Renderer; +using UnityEditor; +using UnityEditor.UIElements; +using UnityEngine; +using UnityEngine.Splines; +using UnityEngine.UIElements; + +namespace UISplineRendererEditor +{ + [CustomEditor(typeof(UISplineRenderer))] + [CanEditMultipleObjects] + public class UISplineRendererEditor : UnityEditor.Editor + { + + UISplineRenderer _target; + + ObjectField _splineContainerField; + ObjectField _materialField; + ObjectField _textureField; + Button _defaultLineTextureButton; + Button _uvTestLineTextureButton; + Button _customLineTextureButton; + + Toggle _keepZeroZField; + Toggle _keepBillboardField; + + EnumField _uvModeField; + SliderInt _resolutionSlider; + Label _vertexCountField; + + ObjectField _startImageSpriteField; + FloatField _startImageSizeField; + FloatField _startImageOffsetField; + Button _noneStartImageButton; + Button _triangleStartImageButton; + Button _arrowStartImageButton; + Button _emptyCircleStartImageButton; + Button _filledCircleStartImageButton; + Button _customStartImageButton; + + ObjectField _endImageSpriteField; + FloatField _endImageSizeField; + FloatField _endImageOffsetField; + Button _noneEndImageButton; + Button _triangleEndImageButton; + Button _arrowEndImageButton; + Button _emptyCircleEndImageButton; + Button _filledCircleEndImageButton; + Button _customEndImageButton; + + bool _shouldUpdateStartEndImages; + + UISplineRendererSettings settings => UISplineRendererSettings.Instance; + void OnEnable() + { + if (_target == null) _target = target as UISplineRenderer; + Spline.Changed += SplineChangeCallback; + SplineContainer.SplineAdded += SplineContainerChangeCallback; + SplineContainer.SplineRemoved += SplineContainerChangeCallback; + EditorApplication.update += _delayed_update_vertex_count; + + void _delayed_update_vertex_count() + { + UpdateVertexCount(); + EditorApplication.update -= UpdateVertexCount; + } + } + void OnDisable() + { + Spline.Changed -= SplineChangeCallback; + SplineContainer.SplineAdded -= SplineContainerChangeCallback; + SplineContainer.SplineRemoved -= SplineContainerChangeCallback; + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + EditorGUI.BeginChangeCheck(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_splineContainer")); + + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("_fitPosition")); + EditorGUI.indentLevel--; + + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Material")); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("_recursiveMaterial")); + EditorGUI.indentLevel--; + + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Color")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_colorGradient")); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("_recursiveColor")); + EditorGUI.indentLevel--; + + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_RaycastTarget")); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_RaycastPadding")); + EditorGUI.indentLevel--; + + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Maskable")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(serializedObject.FindProperty("_width")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_widthCurve")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_keepZeroZ")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_keepBillboard")); + + EditorGUILayout.Space(); + + EditorGUI.BeginChangeCheck(); + var lineTexturePreset = EnumButtonField("Line Texture Preset", Enum.GetNames(typeof(LineTexturePreset)), + (int)_target.lineTexturePreset); + if(EditorGUI.EndChangeCheck()) + { + _target.lineTexturePreset = (LineTexturePreset)lineTexturePreset; + } + + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Texture")); + EditorGUI.indentLevel--; + + EditorGUILayout.PropertyField(serializedObject.FindProperty("_smooth")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_roundEnds")); + + EditorGUI.BeginChangeCheck(); + var resolution = serializedObject.FindProperty("_resolution"); + EditorGUILayout.IntSlider(resolution, 1, 20); + if (EditorGUI.EndChangeCheck()) + { + _target.resolution = resolution.intValue; + } + EditorGUI.indentLevel++; + EditorGUILayout.LabelField("Vertex Count", _target.vertexCount.ToString()); + EditorGUI.indentLevel--; + + var clipRangeSP = serializedObject.FindProperty("_clipRange"); + var clipRange = clipRangeSP.vector2Value; + EditorGUILayout.MinMaxSlider("Clip Range", ref clipRange.x, ref clipRange.y, 0, 1); + clipRangeSP.vector2Value = clipRange; + + EditorGUILayout.LabelField($"min: {clipRange.x} | max: {clipRange.y}"); + + EditorGUILayout.PropertyField(serializedObject.FindProperty("_uvMode")); + + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(serializedObject.FindProperty("_uvMultiplier")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_uvOffset")); + + EditorGUILayout.Space(); + EditorGUI.BeginChangeCheck(); + var startImagePreset = EnumButtonField("Start Image Preset", Enum.GetNames(typeof(StartEndImagePreset)), + (int)_target.startImagePreset, 3); + if (EditorGUI.EndChangeCheck()) + { + _target.startImagePreset = (StartEndImagePreset)startImagePreset; + } + + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("_startImageSprite")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_startImageSize")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_startImageOffsetMode")); + if(_target.startImageOffsetMode == OffsetMode.Distance) + EditorGUILayout.PropertyField(serializedObject.FindProperty("_startImageOffset")); + else if(_target.startImageOffsetMode == OffsetMode.Normalized) + EditorGUILayout.PropertyField(serializedObject.FindProperty("_normalizedStartImageOffset")); + EditorGUI.indentLevel--; + + EditorGUILayout.Space(); + EditorGUI.BeginChangeCheck(); + var endImagePreset = EnumButtonField("End Image Preset", Enum.GetNames(typeof(StartEndImagePreset)), + (int)_target.endImagePreset, 3); + if(EditorGUI.EndChangeCheck()) + { + _target.endImagePreset = (StartEndImagePreset)endImagePreset; + } + + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("_endImageSprite")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_endImageSize")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_endImageOffsetMode")); + if(_target.endImageOffsetMode == OffsetMode.Distance) + EditorGUILayout.PropertyField(serializedObject.FindProperty("_endImageOffset")); + else if(_target.endImageOffsetMode == OffsetMode.Normalized) + EditorGUILayout.PropertyField(serializedObject.FindProperty("_normalizedEndImageOffset")); + EditorGUI.indentLevel--; + + + + if (EditorGUI.EndChangeCheck()) + { + EditorUtility.SetDirty(target); + serializedObject.ApplyModifiedProperties(); + _target.UpdateRaycastTargetRect(); + foreach (var o in targets) + { + var renderer = o as UISplineRenderer; + renderer.UpdateStartEndImages(true); + renderer.UpdateStartEndImages(false); + } + } + } + + int EnumButtonField(string label, string[] names, int selected, int lineChange = 0) + { + EditorGUILayout.BeginHorizontal(); + GUILayout.Label(label); + EditorGUILayout.BeginVertical(); + EditorGUILayout.BeginHorizontal(); + for(var i = 0; i < names.Length; i ++) + { + if (i > 0 && lineChange > 0 && i % lineChange == 0) + { + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + } + if (i == selected) GUI.color = new Color(2,2,2); + if (GUILayout.Button(names[i], GUILayout.Height(30))) + { + selected = i; + } + GUI.color = Color.white; + } + EditorGUILayout.EndHorizontal(); + EditorGUILayout.EndVertical(); + EditorGUILayout.EndHorizontal(); + + return selected; + } + + // public override VisualElement CreateInspectorGUI() + // { + // var asset = Resources.Load("UISplineRenderer Inspector"); + // var tree = asset.CloneTree(); + // + // _splineContainerField = tree.Q("splineContainer"); + // _splineContainerField.SetEnabled(false); + // + // _materialField = tree.Q("material"); + // _materialField.RegisterValueChangedCallback(e => + // { + // _target.material = e.newValue as Material; + // }); + // + // _keepZeroZField = tree.Q("keepZeroZ"); + // _keepZeroZField.RegisterValueChangedCallback(e => + // { + // _target.UpdateStartEndImages(true); + // _target.UpdateStartEndImages(false); + // }); + // _keepBillboardField = tree.Q("keepBillboard"); + // _keepBillboardField.RegisterValueChangedCallback(e => + // { + // _target.UpdateStartEndImages(true); + // _target.UpdateStartEndImages(false); + // }); + // + // var lineTextureArea = tree.Q("lineTextureArea"); + // _textureField = lineTextureArea.Q("texture"); + // + // var textureButtons = tree.Q("presetButtons"); + // _defaultLineTextureButton = textureButtons.Q